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Side by Side Diff: gpu/command_buffer/service/disk_cache_proto.proto

Issue 619723008: Switch to use ANGLE's new APIs to query shader variables. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 6 years, 2 months ago
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1 option optimize_for = LITE_RUNTIME; 1 option optimize_for = LITE_RUNTIME;
2 2
3 message ShaderInfoProto { 3 message ShaderVariableProto {
Ken Russell (switch to Gerrit) 2014/10/07 03:35:26 What prevents us from attempting to parse an old v
Zhenyao Mo 2014/10/07 18:23:40 When we are ready to land this CL, we should land
4 optional int32 type = 1; 4 optional int32 type = 1;
5 optional int32 size = 2; 5 optional int32 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 int32 array_size = 5;
9 optional int32 static_use = 6; 9 optional int32 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 int32 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 int32 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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