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1 /* | 1 /* |
2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #ifndef SKSL_GLSLCODEGENERATOR | 8 #ifndef SKSL_GLSLCODEGENERATOR |
9 #define SKSL_GLSLCODEGENERATOR | 9 #define SKSL_GLSLCODEGENERATOR |
10 | 10 |
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108 void writeFunctionDeclaration(const FunctionDeclaration& f); | 108 void writeFunctionDeclaration(const FunctionDeclaration& f); |
109 | 109 |
110 void writeFunction(const FunctionDefinition& f); | 110 void writeFunction(const FunctionDefinition& f); |
111 | 111 |
112 void writeLayout(const Layout& layout); | 112 void writeLayout(const Layout& layout); |
113 | 113 |
114 void writeModifiers(const Modifiers& modifiers); | 114 void writeModifiers(const Modifiers& modifiers); |
115 | 115 |
116 void writeGlobalVars(const VarDeclaration& vs); | 116 void writeGlobalVars(const VarDeclaration& vs); |
117 | 117 |
118 void writeVarDeclaration(const VarDeclaration& decl); | 118 void writeVarDeclarations(const VarDeclarations& decl); |
119 | 119 |
120 void writeVariableReference(const VariableReference& ref); | 120 void writeVariableReference(const VariableReference& ref); |
121 | 121 |
122 void writeExpression(const Expression& expr, Precedence parentPrecedence); | 122 void writeExpression(const Expression& expr, Precedence parentPrecedence); |
123 | 123 |
124 void writeIntrinsicCall(const FunctionCall& c); | 124 void writeIntrinsicCall(const FunctionCall& c); |
125 | 125 |
126 void writeFunctionCall(const FunctionCall& c); | 126 void writeFunctionCall(const FunctionCall& c); |
127 | 127 |
128 void writeConstructor(const Constructor& c); | 128 void writeConstructor(const Constructor& c); |
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168 bool fAtLineStart; | 168 bool fAtLineStart; |
169 // Keeps track of which struct types we have written. Given that we are unli
kely to ever write | 169 // Keeps track of which struct types we have written. Given that we are unli
kely to ever write |
170 // more than one or two structs per shader, a simple linear search will be f
aster than anything | 170 // more than one or two structs per shader, a simple linear search will be f
aster than anything |
171 // fancier. | 171 // fancier. |
172 std::vector<const Type*> fWrittenStructs; | 172 std::vector<const Type*> fWrittenStructs; |
173 }; | 173 }; |
174 | 174 |
175 } | 175 } |
176 | 176 |
177 #endif | 177 #endif |
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