Пример #1
0
TIntermBinary *MakeNewBinary(TOperator op, TIntermTyped *left, TIntermTyped *right, const TType &resultType)
{
    TIntermBinary *binary = new TIntermBinary(op);
    binary->setLeft(left);
    binary->setRight(right);
    binary->setType(resultType);
    return binary;
}
Пример #2
0
TIntermBinary *TIntermTraverser::createTempAssignment(TIntermTyped *rightNode)
{
    ASSERT(rightNode != nullptr);
    TIntermSymbol *tempSymbol = createTempSymbol(rightNode->getType());
    TIntermBinary *assignment = new TIntermBinary(EOpAssign);
    assignment->setLeft(tempSymbol);
    assignment->setRight(rightNode);
    assignment->setType(tempSymbol->getType());
    return assignment;
}
Пример #3
0
TIntermAggregate *TIntermTraverser::createTempInitDeclaration(TIntermTyped *initializer, TQualifier qualifier)
{
    ASSERT(initializer != nullptr);
    TIntermSymbol *tempSymbol = createTempSymbol(initializer->getType(), qualifier);
    TIntermAggregate *tempDeclaration = new TIntermAggregate(EOpDeclaration);
    TIntermBinary *tempInit = new TIntermBinary(EOpInitialize);
    tempInit->setLeft(tempSymbol);
    tempInit->setRight(initializer);
    tempInit->setType(tempSymbol->getType());
    tempDeclaration->getSequence()->push_back(tempInit);
    return tempDeclaration;
}
TString ScalarizeVecAndMatConstructorArgs::createTempVariable(TIntermTyped *original)
{
    TString tempVarName = "_webgl_tmp_";
    if (original->isScalar())
    {
        tempVarName += "scalar_";
    }
    else if (original->isVector())
    {
        tempVarName += "vec_";
    }
    else
    {
        ASSERT(original->isMatrix());
        tempVarName += "mat_";
    }
    tempVarName += Str(mTempVarCount).c_str();
    mTempVarCount++;

    ASSERT(original);
    TType type = original->getType();
    type.setQualifier(EvqTemporary);

    if (mShaderType == GL_FRAGMENT_SHADER &&
        type.getBasicType() == EbtFloat &&
        type.getPrecision() == EbpUndefined)
    {
        // We use the highest available precision for the temporary variable
        // to avoid computing the actual precision using the rules defined
        // in GLSL ES 1.0 Section 4.5.2.
        type.setPrecision(mFragmentPrecisionHigh ? EbpHigh : EbpMedium);
    }

    TIntermBinary *init = new TIntermBinary(EOpInitialize);
    TIntermSymbol *symbolNode = new TIntermSymbol(-1, tempVarName, type);
    init->setLeft(symbolNode);
    init->setRight(original);
    init->setType(type);

    TIntermAggregate *decl = new TIntermAggregate(EOpDeclaration);
    decl->getSequence()->push_back(init);

    ASSERT(mSequenceStack.size() > 0);
    TIntermSequence &sequence = mSequenceStack.back();
    sequence.push_back(decl);

    return tempVarName;
}