123 lines
3.2 KiB
C++
123 lines
3.2 KiB
C++
/*-------------------------------------------------------------------------
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* drawElements Quality Program Random Shader Generator
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* ----------------------------------------------------
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*
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* Copyright 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*//*!
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* \file
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* \brief Variable class.
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*//*--------------------------------------------------------------------*/
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#include "rsgVariable.hpp"
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#include "rsgGeneratorState.hpp"
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#include "rsgShader.hpp"
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namespace rsg
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{
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Variable::Variable (const VariableType& type, Storage storage, const char* name)
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: m_type (type)
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, m_storage (storage)
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, m_name (name)
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, m_layoutLocation (-1)
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{
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}
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Variable::~Variable (void)
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{
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}
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void Variable::tokenizeDeclaration (GeneratorState& state, TokenStream& str) const
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{
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Version targetVersion = state.getProgramParameters().version;
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// \todo [2011-03-10 pyry] Remove precision hacks once precision handling is implemented
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switch (m_storage)
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{
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case STORAGE_CONST: str << Token::CONST; break;
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case STORAGE_PARAMETER_IN: str << Token::IN; break;
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case STORAGE_PARAMETER_OUT: str << Token::OUT; break;
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case STORAGE_PARAMETER_INOUT: str << Token::INOUT; break;
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case STORAGE_UNIFORM:
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{
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str << Token::UNIFORM;
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if (m_type.isFloatOrVec() || m_type.isIntOrVec())
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str << Token::MEDIUM_PRECISION;
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break;
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}
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case STORAGE_SHADER_IN:
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{
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if (targetVersion >= VERSION_300)
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{
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if (hasLayoutLocation())
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str << Token::LAYOUT << Token::LEFT_PAREN << Token::LOCATION << Token::EQUAL << m_layoutLocation << Token::RIGHT_PAREN;
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str << Token::IN;
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if (state.getShader().getType() == Shader::TYPE_FRAGMENT)
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str << Token::MEDIUM_PRECISION;
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}
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else
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{
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DE_ASSERT(!hasLayoutLocation());
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switch (state.getShader().getType())
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{
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case Shader::TYPE_VERTEX: str << Token::ATTRIBUTE; break;
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case Shader::TYPE_FRAGMENT: str << Token::VARYING << Token::MEDIUM_PRECISION; break;
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default: DE_ASSERT(DE_FALSE); break;
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}
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}
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break;
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}
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case STORAGE_SHADER_OUT:
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{
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if (targetVersion >= VERSION_300)
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{
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if (hasLayoutLocation())
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str << Token::LAYOUT << Token::LEFT_PAREN << Token::LOCATION << Token::EQUAL << m_layoutLocation << Token::RIGHT_PAREN;
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str << Token::OUT << Token::MEDIUM_PRECISION;
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}
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else
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{
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DE_ASSERT(!hasLayoutLocation());
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if (state.getShader().getType() == Shader::TYPE_VERTEX)
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str << Token::VARYING << Token::MEDIUM_PRECISION;
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else
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DE_ASSERT(DE_FALSE);
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}
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break;
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}
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case STORAGE_LOCAL:
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default:
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/* nothing */
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break;
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}
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m_type.tokenizeShortType(str);
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DE_ASSERT(m_name != "");
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str << Token(m_name.c_str());
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}
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} // rsg
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