зеркало из https://github.com/AvaloniaUI/angle.git
Switch to new APIs in samples/translator/translator.cpp
Also, fix a few issuse for ninja build "all" to finish. BUG=angle:775 TEST=translator.cc compiles OK Change-Id: I6507e9143882a628a7737dd139efb6d8d358b0db Reviewed-on: https://chromium-review.googlesource.com/227490 Tested-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
This commit is contained in:
Родитель
657cd684a6
Коммит
0bdc0f3ef9
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@ -12,7 +12,7 @@
|
|||
'angle_build_winrt%': '0',
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'angle_build_winphone%': '0',
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},
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'msvs_disabled_warnings': [ 4100, 4127, 4239, 4244, 4245, 4251, 4512, 4702, 4530, 4718, 4267, 4264, 4447, 4075 ],
|
||||
'msvs_disabled_warnings': [ 4075, 4100, 4127, 4239, 4244, 4245, 4251, 4264, 4267, 4447, 4512, 4530, 4702, 4718 ],
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'conditions':
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[
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['angle_build_winrt==0',
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|
|
|
@ -17,7 +17,8 @@
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//
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// Return codes from main.
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//
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enum TFailCode {
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enum TFailCode
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{
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ESuccess = 0,
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EFailUsage,
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EFailCompile,
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||||
|
@ -25,22 +26,23 @@ enum TFailCode {
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};
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static void usage();
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static sh::GLenum FindShaderType(const char* fileName);
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static bool CompileFile(char* fileName, ShHandle compiler, int compileOptions);
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static void LogMsg(const char* msg, const char* name, const int num, const char* logName);
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static void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType);
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static sh::GLenum FindShaderType(const char *fileName);
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static bool CompileFile(char *fileName, ShHandle compiler, int compileOptions);
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static void LogMsg(const char *msg, const char *name, const int num, const char *logName);
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static void PrintVariable(const std::string &prefix, size_t index, const sh::ShaderVariable &var);
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static void PrintActiveVariables(ShHandle compiler);
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// If NUM_SOURCE_STRINGS is set to a value > 1, the input file data is
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// broken into that many chunks.
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const unsigned int NUM_SOURCE_STRINGS = 2;
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typedef std::vector<char*> ShaderSource;
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static bool ReadShaderSource(const char* fileName, ShaderSource& source);
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static void FreeShaderSource(ShaderSource& source);
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typedef std::vector<char *> ShaderSource;
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static bool ReadShaderSource(const char *fileName, ShaderSource &source);
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static void FreeShaderSource(ShaderSource &source);
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//
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// Set up the per compile resources
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//
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void GenerateResources(ShBuiltInResources* resources)
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void GenerateResources(ShBuiltInResources *resources)
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{
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ShInitBuiltInResources(resources);
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|
@ -57,7 +59,7 @@ void GenerateResources(ShBuiltInResources* resources)
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resources->OES_EGL_image_external = 0;
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}
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int main(int argc, char* argv[])
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int main(int argc, char *argv[])
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{
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TFailCode failCode = ESuccess;
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|
@ -65,8 +67,6 @@ int main(int argc, char* argv[])
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int numCompiles = 0;
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ShHandle vertexCompiler = 0;
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ShHandle fragmentCompiler = 0;
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char* buffer = 0;
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size_t bufferLen = 0;
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ShShaderSpec spec = SH_GLES2_SPEC;
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ShShaderOutput output = SH_ESSL_OUTPUT;
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|
@ -77,34 +77,43 @@ int main(int argc, char* argv[])
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argc--;
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argv++;
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for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++) {
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if (argv[0][0] == '-') {
|
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switch (argv[0][1]) {
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case 'i': compileOptions |= SH_INTERMEDIATE_TREE; break;
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case 'o': compileOptions |= SH_OBJECT_CODE; break;
|
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case 'u': compileOptions |= SH_VARIABLES; break;
|
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case 'l': compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX; break;
|
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case 'e': compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; break;
|
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case 'd': compileOptions |= SH_DEPENDENCY_GRAPH; break;
|
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case 't': compileOptions |= SH_TIMING_RESTRICTIONS; break;
|
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case 's':
|
||||
if (argv[0][2] == '=') {
|
||||
switch (argv[0][3]) {
|
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case 'e': spec = SH_GLES2_SPEC; break;
|
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case 'w': spec = SH_WEBGL_SPEC; break;
|
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case 'c': spec = SH_CSS_SHADERS_SPEC; break;
|
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default: failCode = EFailUsage;
|
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}
|
||||
} else {
|
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for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++)
|
||||
{
|
||||
if (argv[0][0] == '-')
|
||||
{
|
||||
switch (argv[0][1])
|
||||
{
|
||||
case 'i': compileOptions |= SH_INTERMEDIATE_TREE; break;
|
||||
case 'o': compileOptions |= SH_OBJECT_CODE; break;
|
||||
case 'u': compileOptions |= SH_VARIABLES; break;
|
||||
case 'l': compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX; break;
|
||||
case 'e': compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; break;
|
||||
case 'd': compileOptions |= SH_DEPENDENCY_GRAPH; break;
|
||||
case 't': compileOptions |= SH_TIMING_RESTRICTIONS; break;
|
||||
case 's':
|
||||
if (argv[0][2] == '=')
|
||||
{
|
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switch (argv[0][3])
|
||||
{
|
||||
case 'e': spec = SH_GLES2_SPEC; break;
|
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case 'w': spec = SH_WEBGL_SPEC; break;
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case 'c': spec = SH_CSS_SHADERS_SPEC; break;
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default: failCode = EFailUsage;
|
||||
}
|
||||
}
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else
|
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{
|
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failCode = EFailUsage;
|
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}
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break;
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||||
case 'b':
|
||||
if (argv[0][2] == '=') {
|
||||
switch (argv[0][3]) {
|
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case 'e': output = SH_ESSL_OUTPUT; break;
|
||||
case 'g': output = SH_GLSL_OUTPUT; break;
|
||||
case 'h':
|
||||
case 'b':
|
||||
if (argv[0][2] == '=')
|
||||
{
|
||||
switch (argv[0][3])
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||||
{
|
||||
case 'e': output = SH_ESSL_OUTPUT; break;
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case 'g': output = SH_GLSL_OUTPUT; break;
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case 'h':
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if (argv[0][4] == '1' && argv[0][5] == '1')
|
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{
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output = SH_HLSL11_OUTPUT;
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|
@ -114,79 +123,88 @@ int main(int argc, char* argv[])
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output = SH_HLSL9_OUTPUT;
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||||
}
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break;
|
||||
default: failCode = EFailUsage;
|
||||
default: failCode = EFailUsage;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
failCode = EFailUsage;
|
||||
}
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break;
|
||||
case 'x':
|
||||
if (argv[0][2] == '=') {
|
||||
switch (argv[0][3]) {
|
||||
case 'i': resources.OES_EGL_image_external = 1; break;
|
||||
case 'd': resources.OES_standard_derivatives = 1; break;
|
||||
case 'r': resources.ARB_texture_rectangle = 1; break;
|
||||
case 'l': resources.EXT_shader_texture_lod = 1; break;
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||||
default: failCode = EFailUsage;
|
||||
case 'x':
|
||||
if (argv[0][2] == '=')
|
||||
{
|
||||
switch (argv[0][3])
|
||||
{
|
||||
case 'i': resources.OES_EGL_image_external = 1; break;
|
||||
case 'd': resources.OES_standard_derivatives = 1; break;
|
||||
case 'r': resources.ARB_texture_rectangle = 1; break;
|
||||
case 'l': resources.EXT_shader_texture_lod = 1; break;
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||||
default: failCode = EFailUsage;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
failCode = EFailUsage;
|
||||
}
|
||||
break;
|
||||
default: failCode = EFailUsage;
|
||||
default: failCode = EFailUsage;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
ShHandle compiler = 0;
|
||||
switch (FindShaderType(argv[0])) {
|
||||
case GL_VERTEX_SHADER:
|
||||
switch (FindShaderType(argv[0]))
|
||||
{
|
||||
case GL_VERTEX_SHADER:
|
||||
if (vertexCompiler == 0)
|
||||
{
|
||||
vertexCompiler = ShConstructCompiler(
|
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GL_VERTEX_SHADER, spec, output, &resources);
|
||||
}
|
||||
compiler = vertexCompiler;
|
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break;
|
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case GL_FRAGMENT_SHADER:
|
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case GL_FRAGMENT_SHADER:
|
||||
if (fragmentCompiler == 0)
|
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{
|
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fragmentCompiler = ShConstructCompiler(
|
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GL_FRAGMENT_SHADER, spec, output, &resources);
|
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}
|
||||
compiler = fragmentCompiler;
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break;
|
||||
default: break;
|
||||
default: break;
|
||||
}
|
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if (compiler) {
|
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bool compiled = CompileFile(argv[0], compiler, compileOptions);
|
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if (compiler)
|
||||
{
|
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bool compiled = CompileFile(argv[0], compiler, compileOptions);
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LogMsg("BEGIN", "COMPILER", numCompiles, "INFO LOG");
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ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &bufferLen);
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buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
|
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ShGetInfoLog(compiler, buffer);
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puts(buffer);
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LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
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printf("\n\n");
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LogMsg("BEGIN", "COMPILER", numCompiles, "INFO LOG");
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std::string log = ShGetInfoLog(compiler);
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puts(log.c_str());
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LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
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printf("\n\n");
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if (compiled && (compileOptions & SH_OBJECT_CODE)) {
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LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE");
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ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &bufferLen);
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buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
|
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ShGetObjectCode(compiler, buffer);
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puts(buffer);
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LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
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printf("\n\n");
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}
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if (compiled && (compileOptions & SH_VARIABLES)) {
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LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
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PrintActiveVariables(compiler, SH_ACTIVE_ATTRIBUTES);
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LogMsg("END", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
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printf("\n\n");
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LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
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PrintActiveVariables(compiler, SH_ACTIVE_UNIFORMS);
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LogMsg("END", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
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printf("\n\n");
|
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}
|
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if (!compiled)
|
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if (compiled && (compileOptions & SH_OBJECT_CODE))
|
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{
|
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LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE");
|
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std::string code = ShGetObjectCode(compiler);
|
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puts(code.c_str());
|
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LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
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printf("\n\n");
|
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}
|
||||
if (compiled && (compileOptions & SH_VARIABLES))
|
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{
|
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LogMsg("BEGIN", "COMPILER", numCompiles, "VARIABLES");
|
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PrintActiveVariables(compiler);
|
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LogMsg("END", "COMPILER", numCompiles, "VARIABLES");
|
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printf("\n\n");
|
||||
}
|
||||
if (!compiled)
|
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failCode = EFailCompile;
|
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++numCompiles;
|
||||
} else {
|
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++numCompiles;
|
||||
}
|
||||
else
|
||||
{
|
||||
failCode = EFailCompilerCreate;
|
||||
}
|
||||
}
|
||||
|
@ -201,8 +219,6 @@ int main(int argc, char* argv[])
|
|||
ShDestruct(vertexCompiler);
|
||||
if (fragmentCompiler)
|
||||
ShDestruct(fragmentCompiler);
|
||||
if (buffer)
|
||||
free(buffer);
|
||||
ShFinalize();
|
||||
|
||||
return failCode;
|
||||
|
@ -216,9 +232,8 @@ void usage()
|
|||
printf("Usage: translate [-i -m -o -u -l -e -b=e -b=g -b=h -x=i -x=d] file1 file2 ...\n"
|
||||
"Where: filename : filename ending in .frag or .vert\n"
|
||||
" -i : print intermediate tree\n"
|
||||
" -m : map long variable names\n"
|
||||
" -o : print translated code\n"
|
||||
" -u : print active attribs and uniforms\n"
|
||||
" -u : print active attribs, uniforms, and varyings\n"
|
||||
" -l : unroll for-loops with integer indices\n"
|
||||
" -e : emulate certain built-in functions (workaround for driver bugs)\n"
|
||||
" -t : enforce experimental timing restrictions\n"
|
||||
|
@ -243,17 +258,18 @@ void usage()
|
|||
// .frag* = fragment shader
|
||||
// .vert* = vertex shader
|
||||
//
|
||||
sh::GLenum FindShaderType(const char* fileName)
|
||||
sh::GLenum FindShaderType(const char *fileName)
|
||||
{
|
||||
assert(fileName);
|
||||
|
||||
const char* ext = strrchr(fileName, '.');
|
||||
const char *ext = strrchr(fileName, '.');
|
||||
|
||||
if (ext && strcmp(ext, ".sl") == 0)
|
||||
for (; ext > fileName && ext[0] != '.'; ext--);
|
||||
|
||||
ext = strrchr(fileName, '.');
|
||||
if (ext) {
|
||||
if (ext)
|
||||
{
|
||||
if (strncmp(ext, ".frag", 4) == 0) return GL_FRAGMENT_SHADER;
|
||||
if (strncmp(ext, ".vert", 4) == 0) return GL_VERTEX_SHADER;
|
||||
}
|
||||
|
@ -264,7 +280,7 @@ sh::GLenum FindShaderType(const char* fileName)
|
|||
//
|
||||
// Read a file's data into a string, and compile it using ShCompile
|
||||
//
|
||||
bool CompileFile(char* fileName, ShHandle compiler, int compileOptions)
|
||||
bool CompileFile(char *fileName, ShHandle compiler, int compileOptions)
|
||||
{
|
||||
ShaderSource source;
|
||||
if (!ReadShaderSource(fileName, source))
|
||||
|
@ -276,82 +292,105 @@ bool CompileFile(char* fileName, ShHandle compiler, int compileOptions)
|
|||
return ret ? true : false;
|
||||
}
|
||||
|
||||
void LogMsg(const char* msg, const char* name, const int num, const char* logName)
|
||||
void LogMsg(const char *msg, const char *name, const int num, const char *logName)
|
||||
{
|
||||
printf("#### %s %s %d %s ####\n", msg, name, num, logName);
|
||||
}
|
||||
|
||||
void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType)
|
||||
void PrintVariable(const std::string &prefix, size_t index, const sh::ShaderVariable &var)
|
||||
{
|
||||
size_t nameSize = 0;
|
||||
switch (varType) {
|
||||
case SH_ACTIVE_ATTRIBUTES:
|
||||
ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &nameSize);
|
||||
break;
|
||||
case SH_ACTIVE_UNIFORMS:
|
||||
ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &nameSize);
|
||||
break;
|
||||
default: assert(0);
|
||||
std::string typeName;
|
||||
switch (var.type)
|
||||
{
|
||||
case GL_FLOAT: typeName = "GL_FLOAT"; break;
|
||||
case GL_FLOAT_VEC2: typeName = "GL_FLOAT_VEC2"; break;
|
||||
case GL_FLOAT_VEC3: typeName = "GL_FLOAT_VEC3"; break;
|
||||
case GL_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break;
|
||||
case GL_INT: typeName = "GL_INT"; break;
|
||||
case GL_INT_VEC2: typeName = "GL_INT_VEC2"; break;
|
||||
case GL_INT_VEC3: typeName = "GL_INT_VEC3"; break;
|
||||
case GL_INT_VEC4: typeName = "GL_INT_VEC4"; break;
|
||||
case GL_UNSIGNED_INT: typeName = "GL_UNSIGNED_INT"; break;
|
||||
case GL_UNSIGNED_INT_VEC2: typeName = "GL_UNSIGNED_INT_VEC2"; break;
|
||||
case GL_UNSIGNED_INT_VEC3: typeName = "GL_UNSIGNED_INT_VEC3"; break;
|
||||
case GL_UNSIGNED_INT_VEC4: typeName = "GL_UNSIGNED_INT_VEC4"; break;
|
||||
case GL_BOOL: typeName = "GL_BOOL"; break;
|
||||
case GL_BOOL_VEC2: typeName = "GL_BOOL_VEC2"; break;
|
||||
case GL_BOOL_VEC3: typeName = "GL_BOOL_VEC3"; break;
|
||||
case GL_BOOL_VEC4: typeName = "GL_BOOL_VEC4"; break;
|
||||
case GL_FLOAT_MAT2: typeName = "GL_FLOAT_MAT2"; break;
|
||||
case GL_FLOAT_MAT3: typeName = "GL_FLOAT_MAT3"; break;
|
||||
case GL_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break;
|
||||
case GL_FLOAT_MAT2x3: typeName = "GL_FLOAT_MAT2x3"; break;
|
||||
case GL_FLOAT_MAT3x2: typeName = "GL_FLOAT_MAT3x2"; break;
|
||||
case GL_FLOAT_MAT4x2: typeName = "GL_FLOAT_MAT4x2"; break;
|
||||
case GL_FLOAT_MAT2x4: typeName = "GL_FLOAT_MAT2x4"; break;
|
||||
case GL_FLOAT_MAT3x4: typeName = "GL_FLOAT_MAT3x4"; break;
|
||||
case GL_FLOAT_MAT4x3: typeName = "GL_FLOAT_MAT4x3"; break;
|
||||
case GL_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break;
|
||||
case GL_SAMPLER_CUBE: typeName = "GL_SAMPLER_CUBE"; break;
|
||||
case GL_SAMPLER_EXTERNAL_OES: typeName = "GL_SAMPLER_EXTERNAL_OES"; break;
|
||||
default: typeName = "UNKNOWN"; break;
|
||||
}
|
||||
if (nameSize <= 1) return;
|
||||
char* name = new char[nameSize];
|
||||
|
||||
size_t activeVars = 0;
|
||||
int size = 0;
|
||||
sh::GLenum type = GL_NONE;
|
||||
ShPrecisionType precision = SH_PRECISION_UNDEFINED;
|
||||
int staticUse = 0;
|
||||
const char* typeName = NULL;
|
||||
ShGetInfo(compiler, varType, &activeVars);
|
||||
for (size_t i = 0; i < activeVars; ++i) {
|
||||
switch (varType) {
|
||||
case SH_ACTIVE_ATTRIBUTES:
|
||||
ShGetVariableInfo(compiler, SH_ACTIVE_ATTRIBUTES, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, NULL);
|
||||
break;
|
||||
case SH_ACTIVE_UNIFORMS:
|
||||
ShGetVariableInfo(compiler, SH_ACTIVE_UNIFORMS, static_cast<int>(i), NULL, &size, &type, &precision, &staticUse, name, NULL);
|
||||
break;
|
||||
default: assert(0);
|
||||
}
|
||||
switch (type) {
|
||||
case GL_FLOAT: typeName = "GL_FLOAT"; break;
|
||||
case GL_FLOAT_VEC2: typeName = "GL_FLOAT_VEC2"; break;
|
||||
case GL_FLOAT_VEC3: typeName = "GL_FLOAT_VEC3"; break;
|
||||
case GL_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break;
|
||||
case GL_INT: typeName = "GL_INT"; break;
|
||||
case GL_INT_VEC2: typeName = "GL_INT_VEC2"; break;
|
||||
case GL_INT_VEC3: typeName = "GL_INT_VEC3"; break;
|
||||
case GL_INT_VEC4: typeName = "GL_INT_VEC4"; break;
|
||||
case GL_UNSIGNED_INT: typeName = "GL_UNSIGNED_INT"; break;
|
||||
case GL_UNSIGNED_INT_VEC2: typeName = "GL_UNSIGNED_INT_VEC2"; break;
|
||||
case GL_UNSIGNED_INT_VEC3: typeName = "GL_UNSIGNED_INT_VEC3"; break;
|
||||
case GL_UNSIGNED_INT_VEC4: typeName = "GL_UNSIGNED_INT_VEC4"; break;
|
||||
case GL_BOOL: typeName = "GL_BOOL"; break;
|
||||
case GL_BOOL_VEC2: typeName = "GL_BOOL_VEC2"; break;
|
||||
case GL_BOOL_VEC3: typeName = "GL_BOOL_VEC3"; break;
|
||||
case GL_BOOL_VEC4: typeName = "GL_BOOL_VEC4"; break;
|
||||
case GL_FLOAT_MAT2: typeName = "GL_FLOAT_MAT2"; break;
|
||||
case GL_FLOAT_MAT3: typeName = "GL_FLOAT_MAT3"; break;
|
||||
case GL_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break;
|
||||
case GL_FLOAT_MAT2x3: typeName = "GL_FLOAT_MAT2x3"; break;
|
||||
case GL_FLOAT_MAT3x2: typeName = "GL_FLOAT_MAT3x2"; break;
|
||||
case GL_FLOAT_MAT4x2: typeName = "GL_FLOAT_MAT4x2"; break;
|
||||
case GL_FLOAT_MAT2x4: typeName = "GL_FLOAT_MAT2x4"; break;
|
||||
case GL_FLOAT_MAT3x4: typeName = "GL_FLOAT_MAT3x4"; break;
|
||||
case GL_FLOAT_MAT4x3: typeName = "GL_FLOAT_MAT4x3"; break;
|
||||
case GL_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break;
|
||||
case GL_SAMPLER_CUBE: typeName = "GL_SAMPLER_CUBE"; break;
|
||||
case GL_SAMPLER_EXTERNAL_OES: typeName = "GL_SAMPLER_EXTERNAL_OES"; break;
|
||||
default: assert(0);
|
||||
}
|
||||
printf("%lu: name:%s type:%s size:%d\n", i, name, typeName, size);
|
||||
printf("%s %lu : name=%s, type=%s, arraySize=%u\n",
|
||||
prefix.c_str(), index, var.name.c_str(), typeName.c_str(), var.arraySize);
|
||||
if (var.fields.size())
|
||||
{
|
||||
std::string structPrefix;
|
||||
for (size_t i = 0; i < prefix.size(); ++i)
|
||||
structPrefix += ' ';
|
||||
printf("%s struct %s\n", structPrefix.c_str(), var.structName.c_str());
|
||||
structPrefix += " field";
|
||||
for (size_t i = 0; i < var.fields.size(); ++i)
|
||||
PrintVariable(structPrefix, i, var.fields[i]);
|
||||
}
|
||||
delete [] name;
|
||||
}
|
||||
|
||||
static bool ReadShaderSource(const char* fileName, ShaderSource& source) {
|
||||
FILE* in = fopen(fileName, "rb");
|
||||
if (!in) {
|
||||
static void PrintActiveVariables(ShHandle compiler)
|
||||
{
|
||||
const std::vector<sh::Uniform> *uniforms = ShGetUniforms(compiler);
|
||||
const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler);
|
||||
const std::vector<sh::Attribute> *attributes = ShGetAttributes(compiler);
|
||||
for (size_t varCategory = 0; varCategory < 3; ++varCategory)
|
||||
{
|
||||
size_t numVars = 0;
|
||||
std::string varCategoryName;
|
||||
if (varCategory == 0)
|
||||
{
|
||||
numVars = uniforms->size();
|
||||
varCategoryName = "uniform";
|
||||
}
|
||||
else if (varCategory == 1)
|
||||
{
|
||||
numVars = varyings->size();
|
||||
varCategoryName = "varying";
|
||||
}
|
||||
else
|
||||
{
|
||||
numVars = attributes->size();
|
||||
varCategoryName = "attribute";
|
||||
}
|
||||
for (size_t i = 0; i < numVars; ++i)
|
||||
{
|
||||
const sh::ShaderVariable *var;
|
||||
if (varCategory == 0)
|
||||
var = &((*uniforms)[i]);
|
||||
else if (varCategory == 1)
|
||||
var = &((*varyings)[i]);
|
||||
else
|
||||
var = &((*attributes)[i]);
|
||||
PrintVariable(varCategoryName, i, *var);
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
}
|
||||
|
||||
static bool ReadShaderSource(const char *fileName, ShaderSource &source)
|
||||
{
|
||||
FILE *in = fopen(fileName, "rb");
|
||||
if (!in)
|
||||
{
|
||||
printf("Error: unable to open input file: %s\n", fileName);
|
||||
return false;
|
||||
}
|
||||
|
@ -366,21 +405,25 @@ static bool ReadShaderSource(const char* fileName, ShaderSource& source) {
|
|||
// Notice the usage of do-while instead of a while loop here.
|
||||
// It is there to handle empty files in which case a single empty
|
||||
// string is added to vector.
|
||||
do {
|
||||
char* data = new char[len + 1];
|
||||
do
|
||||
{
|
||||
char *data = new char[len + 1];
|
||||
size_t nread = fread(data, 1, len, in);
|
||||
data[nread] = '\0';
|
||||
source.push_back(data);
|
||||
|
||||
count -= nread;
|
||||
} while (count > 0);
|
||||
}
|
||||
while (count > 0);
|
||||
|
||||
fclose(in);
|
||||
return true;
|
||||
}
|
||||
|
||||
static void FreeShaderSource(ShaderSource& source) {
|
||||
for (ShaderSource::size_type i = 0; i < source.size(); ++i) {
|
||||
static void FreeShaderSource(ShaderSource &source)
|
||||
{
|
||||
for (ShaderSource::size_type i = 0; i < source.size(); ++i)
|
||||
{
|
||||
delete [] source[i];
|
||||
}
|
||||
source.clear();
|
||||
|
|
|
@ -8,6 +8,9 @@
|
|||
// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
|
||||
|
||||
#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
|
||||
|
||||
#include <tuple>
|
||||
|
||||
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
|
||||
#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
|
||||
#include "libGLESv2/renderer/d3d/d3d11/SwapChain11.h"
|
||||
|
|
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