Hash :
8e4b355b
Author :
Date :
2017-08-30T14:20:58
ES31: Implement Geometry Shader inputs and outputs
This patch intends to implement Geometry Shader inputs and
outputs in ANGLE GLSL compiler.
1. Only accept arrays as the inputs of a Geometry Shader.
2. Allow unsized arrays as the inputs of a Geometry Shader after a
valid input primitive declaration and assign size to them.
3. Implement Geometry Shader outputs.
4. Allow Geometry Shader inputs and outputs using interpolation
qualifiers ('flat', 'smooth', 'centroid').
5. Allow using 'location' layout qualifier on Geometry Shader inputs
and outputs.
BUG=angleproject:1941
TEST=angle_unittests
Change-Id: Ia7e250277c61f45c8479437b567c2831ff26b433
Reviewed-on: https://chromium-review.googlesource.com/650211
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2002-2010 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.
//
#ifndef COMPILER_TRANSLATOR_UTIL_H_
#define COMPILER_TRANSLATOR_UTIL_H_
#include <stack>
#include "angle_gl.h"
#include <GLSLANG/ShaderLang.h>
#include "compiler/translator/HashNames.h"
#include "compiler/translator/Operator.h"
#include "compiler/translator/Types.h"
// If overflow happens, clamp the value to UINT_MIN or UINT_MAX.
// Return false if overflow happens.
bool atoi_clamp(const char *str, unsigned int *value);
namespace sh
{
class TSymbolTable;
float NumericLexFloat32OutOfRangeToInfinity(const std::string &str);
// strtof_clamp is like strtof but
// 1. it forces C locale, i.e. forcing '.' as decimal point.
// 2. it sets the value to infinity if overflow happens.
// 3. str should be guaranteed to be in the valid format for a floating point number as defined
// by the grammar in the ESSL 3.00.6 spec section 4.1.4.
// Return false if overflow happens.
bool strtof_clamp(const std::string &str, float *value);
GLenum GLVariableType(const TType &type);
GLenum GLVariablePrecision(const TType &type);
bool IsVaryingIn(TQualifier qualifier);
bool IsVaryingOut(TQualifier qualifier);
bool IsVarying(TQualifier qualifier);
bool IsGeometryShaderInput(GLenum shaderType, TQualifier qualifier);
InterpolationType GetInterpolationType(TQualifier qualifier);
// Returns array brackets including size with outermost array size first, as specified in GLSL ES
// 3.10 section 4.1.9.
TString ArrayString(const TType &type);
TString GetTypeName(const TType &type, ShHashFunction64 hashFunction, NameMap *nameMap);
TType GetShaderVariableBasicType(const sh::ShaderVariable &var);
bool IsBuiltinOutputVariable(TQualifier qualifier);
bool IsBuiltinFragmentInputVariable(TQualifier qualifier);
bool CanBeInvariantESSL1(TQualifier qualifier);
bool CanBeInvariantESSL3OrGreater(TQualifier qualifier);
bool IsOutputESSL(ShShaderOutput output);
bool IsOutputGLSL(ShShaderOutput output);
bool IsOutputHLSL(ShShaderOutput output);
bool IsOutputVulkan(ShShaderOutput output);
} // namespace sh
#endif // COMPILER_TRANSLATOR_UTIL_H_