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1 option optimize_for = LITE_RUNTIME; | 1 option optimize_for = LITE_RUNTIME; |
2 | 2 |
3 message ShaderInfoProto { | 3 message ShaderVariableProto { |
4 optional int32 type = 1; | 4 optional uint32 type = 1; |
5 optional int32 size = 2; | 5 optional uint32 precision = 2; |
6 optional string name = 3; | 6 optional string name = 3; |
7 optional string key = 4; | 7 optional string mapped_name = 4; |
8 optional int32 precision = 5; | 8 optional uint32 array_size = 5; |
9 optional int32 static_use = 6; | 9 optional bool static_use = 6; |
| 10 repeated ShaderVariableProto fields = 7; |
| 11 optional string struct_name = 8; |
| 12 } |
| 13 |
| 14 message ShaderAttributeProto { |
| 15 optional ShaderVariableProto basic = 1; |
| 16 optional int32 location = 2; |
| 17 } |
| 18 |
| 19 message ShaderUniformProto { |
| 20 optional ShaderVariableProto basic = 1; |
| 21 } |
| 22 |
| 23 message ShaderVaryingProto { |
| 24 optional ShaderVariableProto basic = 1; |
| 25 optional int32 interpolation = 2; |
| 26 optional bool is_invariant = 3; |
10 } | 27 } |
11 | 28 |
12 message ShaderProto { | 29 message ShaderProto { |
13 optional bytes sha = 1; | 30 optional bytes sha = 1; |
14 repeated ShaderInfoProto attribs = 2; | 31 repeated ShaderAttributeProto attribs = 2; |
15 repeated ShaderInfoProto uniforms = 3; | 32 repeated ShaderUniformProto uniforms = 3; |
16 repeated ShaderInfoProto varyings = 4; | 33 repeated ShaderVaryingProto varyings = 4; |
17 } | 34 } |
18 | 35 |
19 message GpuProgramProto { | 36 message GpuProgramProto { |
20 optional bytes sha = 1; | 37 optional bytes sha = 1; |
21 optional int32 format = 2; | 38 optional uint32 format = 2; |
22 optional bytes program = 3; | 39 optional bytes program = 3; |
23 | 40 |
24 optional ShaderProto vertex_shader = 4; | 41 optional ShaderProto vertex_shader = 4; |
25 optional ShaderProto fragment_shader = 5; | 42 optional ShaderProto fragment_shader = 5; |
26 } | 43 } |
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