Hash :
a5a04ac0
Author :
Date :
2019-10-29T22:57:55
Metal backend pt3: shader translator Implementation of GLSL to MSL translator Bug: angleproject:2634 Change-Id: I66e2374b461548fac46163ea79790a488515e6b0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1887251 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
//
// Copyright (c) 2019 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TOutputVulkanGLSLForMetal:
// This is a special version Vulkan GLSL output that will make some special
// considerations for Metal backend limitations.
//
#include "compiler/translator/OutputVulkanGLSL.h"
namespace sh
{
class TOutputVulkanGLSLForMetal : public TOutputVulkanGLSL
{
public:
TOutputVulkanGLSLForMetal(TInfoSinkBase &objSink,
ShArrayIndexClampingStrategy clampingStrategy,
ShHashFunction64 hashFunction,
NameMap &nameMap,
TSymbolTable *symbolTable,
sh::GLenum shaderType,
int shaderVersion,
ShShaderOutput output,
ShCompileOptions compileOptions);
static void RemoveInvariantForTest(bool remove);
protected:
bool visitInvariantDeclaration(Visit visit, TIntermInvariantDeclaration *node) override;
void writeVariableType(const TType &type, const TSymbol *symbol) override;
};
} // namespace sh