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1 syntax = "proto2"; | 1 syntax = "proto2"; |
2 option optimize_for = LITE_RUNTIME; | 2 option optimize_for = LITE_RUNTIME; |
3 | 3 |
4 message ShaderVariableProto { | 4 message ShaderVariableProto { |
5 optional uint32 type = 1; | 5 optional uint32 type = 1; |
6 optional uint32 precision = 2; | 6 optional uint32 precision = 2; |
7 optional string name = 3; | 7 optional string name = 3; |
8 optional string mapped_name = 4; | 8 optional string mapped_name = 4; |
9 optional uint32 array_size = 5; | 9 optional uint32 array_size = 5; |
10 optional bool static_use = 6; | 10 optional bool static_use = 6; |
(...skipping 14 matching lines...) Expand all Loading... | |
25 optional ShaderVariableProto basic = 1; | 25 optional ShaderVariableProto basic = 1; |
26 optional int32 interpolation = 2; | 26 optional int32 interpolation = 2; |
27 optional bool is_invariant = 3; | 27 optional bool is_invariant = 3; |
28 } | 28 } |
29 | 29 |
30 message ShaderOutputVariableProto { | 30 message ShaderOutputVariableProto { |
31 optional ShaderVariableProto basic = 1; | 31 optional ShaderVariableProto basic = 1; |
32 optional int32 location = 2; | 32 optional int32 location = 2; |
33 } | 33 } |
34 | 34 |
35 message ShaderInterfaceBlockFieldProto { | |
36 optional ShaderVariableProto basic = 1; | |
37 optional bool is_row_major_layout = 2; | |
38 } | |
39 | |
40 message ShaderInterfaceBlockProto { | |
41 optional string name = 1; | |
42 optional string mapped_name = 2; | |
43 optional string instance_name = 3; | |
44 optional uint32 array_size = 4; | |
xinghua.cao
2016/05/30 09:55:46
variable 'layout' type is sh::BlockLayoutType(enum
qiankun
2016/05/30 12:42:11
I think you can define same enum in proto file.
xinghua.cao
2016/05/31 06:09:10
If I define a same enum type in proto file, the na
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45 optional int32 layout = 5; | |
46 optional bool is_row_major_layout = 6; | |
47 optional bool static_use = 7; | |
48 repeated ShaderInterfaceBlockFieldProto fields = 8; | |
49 } | |
50 | |
35 message ShaderProto { | 51 message ShaderProto { |
36 optional bytes sha = 1; | 52 optional bytes sha = 1; |
37 repeated ShaderAttributeProto attribs = 2; | 53 repeated ShaderAttributeProto attribs = 2; |
38 repeated ShaderUniformProto uniforms = 3; | 54 repeated ShaderUniformProto uniforms = 3; |
39 repeated ShaderVaryingProto varyings = 4; | 55 repeated ShaderVaryingProto varyings = 4; |
40 repeated ShaderOutputVariableProto output_variables = 5; | 56 repeated ShaderOutputVariableProto output_variables = 5; |
57 repeated ShaderInterfaceBlockProto interface_blocks = 6; | |
41 } | 58 } |
42 | 59 |
43 message GpuProgramProto { | 60 message GpuProgramProto { |
44 optional bytes sha = 1; | 61 optional bytes sha = 1; |
45 optional uint32 format = 2; | 62 optional uint32 format = 2; |
46 optional bytes program = 3; | 63 optional bytes program = 3; |
47 | 64 |
48 optional ShaderProto vertex_shader = 4; | 65 optional ShaderProto vertex_shader = 4; |
49 optional ShaderProto fragment_shader = 5; | 66 optional ShaderProto fragment_shader = 5; |
50 } | 67 } |
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