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mirror of https://github.com/godotengine/godot.git synced 2025-11-22 15:06:45 +00:00
-=-=-=

-Added missing quaternion constructor
-code completion fixes
-winrt fixes
This commit is contained in:
Juan Linietsky
2014-12-20 15:30:06 -03:00
parent 7dbc19f32d
commit a36a774897
23 changed files with 398 additions and 235 deletions

View File

@@ -15,6 +15,7 @@
#include <algorithm>
// Assume ShaderLang.h is included before ShaderVars.h, for sh::GLenum
// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h
namespace sh
{
@@ -39,7 +40,7 @@ enum BlockLayoutType
// Note: we must override the copy constructor and assignment operator so we can
// work around excessive GCC binary bloating:
// See https://code.google.com/p/angleproject/issues/detail?id=697
struct ShaderVariable
struct COMPILER_EXPORT ShaderVariable
{
ShaderVariable();
ShaderVariable(GLenum typeIn, unsigned int arraySizeIn);
@@ -49,6 +50,22 @@ struct ShaderVariable
bool isArray() const { return arraySize > 0; }
unsigned int elementCount() const { return std::max(1u, arraySize); }
bool isStruct() const { return !fields.empty(); }
// All of the shader's variables are described using nested data
// structures. This is needed in order to disambiguate similar looking
// types, such as two structs containing the same fields, but in
// different orders. "findInfoByMappedName" provides an easy query for
// users to dive into the data structure and fetch the unique variable
// instance corresponding to a dereferencing chain of the top-level
// variable.
// Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable
// that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]'
// in |originalName|, based on the assumption that |this| defines 'a'.
// If no match is found, return false.
bool findInfoByMappedName(const std::string &mappedFullName,
const ShaderVariable **leafVar,
std::string* originalFullName) const;
GLenum type;
GLenum precision;
@@ -56,58 +73,97 @@ struct ShaderVariable
std::string mappedName;
unsigned int arraySize;
bool staticUse;
std::vector<ShaderVariable> fields;
std::string structName;
protected:
bool isSameVariableAtLinkTime(const ShaderVariable &other,
bool matchPrecision) const;
bool operator==(const ShaderVariable &other) const;
bool operator!=(const ShaderVariable &other) const
{
return !operator==(other);
}
};
struct Uniform : public ShaderVariable
struct COMPILER_EXPORT Uniform : public ShaderVariable
{
Uniform();
~Uniform();
Uniform(const Uniform &other);
Uniform &operator=(const Uniform &other);
bool operator==(const Uniform &other) const;
bool operator!=(const Uniform &other) const
{
return !operator==(other);
}
bool isStruct() const { return !fields.empty(); }
std::vector<Uniform> fields;
// Decide whether two uniforms are the same at shader link time,
// assuming one from vertex shader and the other from fragment shader.
// See GLSL ES Spec 3.00.3, sec 4.3.5.
bool isSameUniformAtLinkTime(const Uniform &other) const;
};
struct Attribute : public ShaderVariable
struct COMPILER_EXPORT Attribute : public ShaderVariable
{
Attribute();
~Attribute();
Attribute(const Attribute &other);
Attribute &operator=(const Attribute &other);
bool operator==(const Attribute &other) const;
bool operator!=(const Attribute &other) const
{
return !operator==(other);
}
int location;
};
struct InterfaceBlockField : public ShaderVariable
struct COMPILER_EXPORT InterfaceBlockField : public ShaderVariable
{
InterfaceBlockField();
~InterfaceBlockField();
InterfaceBlockField(const InterfaceBlockField &other);
InterfaceBlockField &operator=(const InterfaceBlockField &other);
bool operator==(const InterfaceBlockField &other) const;
bool operator!=(const InterfaceBlockField &other) const
{
return !operator==(other);
}
bool isStruct() const { return !fields.empty(); }
// Decide whether two InterfaceBlock fields are the same at shader
// link time, assuming one from vertex shader and the other from
// fragment shader.
// See GLSL ES Spec 3.00.3, sec 4.3.7.
bool isSameInterfaceBlockFieldAtLinkTime(
const InterfaceBlockField &other) const;
bool isRowMajorMatrix;
std::vector<InterfaceBlockField> fields;
bool isRowMajorLayout;
};
struct Varying : public ShaderVariable
struct COMPILER_EXPORT Varying : public ShaderVariable
{
Varying();
~Varying();
Varying(const Varying &other);
Varying(const Varying &otherg);
Varying &operator=(const Varying &other);
bool operator==(const Varying &other) const;
bool operator!=(const Varying &other) const
{
return !operator==(other);
}
bool isStruct() const { return !fields.empty(); }
// Decide whether two varyings are the same at shader link time,
// assuming one from vertex shader and the other from fragment shader.
// See GLSL ES Spec 3.00.3, sec 4.3.9.
bool isSameVaryingAtLinkTime(const Varying &other) const;
InterpolationType interpolation;
std::vector<Varying> fields;
std::string structName;
bool isInvariant;
};
struct InterfaceBlock
struct COMPILER_EXPORT InterfaceBlock
{
InterfaceBlock();
~InterfaceBlock();
@@ -116,6 +172,7 @@ struct InterfaceBlock
std::string name;
std::string mappedName;
std::string instanceName;
unsigned int arraySize;
BlockLayoutType layout;
bool isRowMajorLayout;