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|
//
// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
//
// Create strings that declare built-in definitions, add built-ins that
// cannot be expressed in the files, and establish mappings between
// built-in functions and operators.
//
#include "compiler/Initialize.h"
#include "compiler/intermediate.h"
//============================================================================
//
// Prototypes for built-in functions seen by both vertex and fragment shaders.
//
//============================================================================
static TString BuiltInFunctionsCommon()
{
TString s;
//
// Angle and Trigonometric Functions.
//
s.append(TString("float radians(float degrees);"));
s.append(TString("vec2 radians(vec2 degrees);"));
s.append(TString("vec3 radians(vec3 degrees);"));
s.append(TString("vec4 radians(vec4 degrees);"));
s.append(TString("float degrees(float radians);"));
s.append(TString("vec2 degrees(vec2 radians);"));
s.append(TString("vec3 degrees(vec3 radians);"));
s.append(TString("vec4 degrees(vec4 radians);"));
s.append(TString("float sin(float angle);"));
s.append(TString("vec2 sin(vec2 angle);"));
s.append(TString("vec3 sin(vec3 angle);"));
s.append(TString("vec4 sin(vec4 angle);"));
s.append(TString("float cos(float angle);"));
s.append(TString("vec2 cos(vec2 angle);"));
s.append(TString("vec3 cos(vec3 angle);"));
s.append(TString("vec4 cos(vec4 angle);"));
s.append(TString("float tan(float angle);"));
s.append(TString("vec2 tan(vec2 angle);"));
s.append(TString("vec3 tan(vec3 angle);"));
s.append(TString("vec4 tan(vec4 angle);"));
s.append(TString("float asin(float x);"));
s.append(TString("vec2 asin(vec2 x);"));
s.append(TString("vec3 asin(vec3 x);"));
s.append(TString("vec4 asin(vec4 x);"));
s.append(TString("float acos(float x);"));
s.append(TString("vec2 acos(vec2 x);"));
s.append(TString("vec3 acos(vec3 x);"));
s.append(TString("vec4 acos(vec4 x);"));
s.append(TString("float atan(float y, float x);"));
s.append(TString("vec2 atan(vec2 y, vec2 x);"));
s.append(TString("vec3 atan(vec3 y, vec3 x);"));
s.append(TString("vec4 atan(vec4 y, vec4 x);"));
s.append(TString("float atan(float y_over_x);"));
s.append(TString("vec2 atan(vec2 y_over_x);"));
s.append(TString("vec3 atan(vec3 y_over_x);"));
s.append(TString("vec4 atan(vec4 y_over_x);"));
//
// Exponential Functions.
//
s.append(TString("float pow(float x, float y);"));
s.append(TString("vec2 pow(vec2 x, vec2 y);"));
s.append(TString("vec3 pow(vec3 x, vec3 y);"));
s.append(TString("vec4 pow(vec4 x, vec4 y);"));
s.append(TString("float exp(float x);"));
s.append(TString("vec2 exp(vec2 x);"));
s.append(TString("vec3 exp(vec3 x);"));
s.append(TString("vec4 exp(vec4 x);"));
s.append(TString("float log(float x);"));
s.append(TString("vec2 log(vec2 x);"));
s.append(TString("vec3 log(vec3 x);"));
s.append(TString("vec4 log(vec4 x);"));
s.append(TString("float exp2(float x);"));
s.append(TString("vec2 exp2(vec2 x);"));
s.append(TString("vec3 exp2(vec3 x);"));
s.append(TString("vec4 exp2(vec4 x);"));
s.append(TString("float log2(float x);"));
s.append(TString("vec2 log2(vec2 x);"));
s.append(TString("vec3 log2(vec3 x);"));
s.append(TString("vec4 log2(vec4 x);"));
s.append(TString("float sqrt(float x);"));
s.append(TString("vec2 sqrt(vec2 x);"));
s.append(TString("vec3 sqrt(vec3 x);"));
s.append(TString("vec4 sqrt(vec4 x);"));
s.append(TString("float inversesqrt(float x);"));
s.append(TString("vec2 inversesqrt(vec2 x);"));
s.append(TString("vec3 inversesqrt(vec3 x);"));
s.append(TString("vec4 inversesqrt(vec4 x);"));
//
// Common Functions.
//
s.append(TString("float abs(float x);"));
s.append(TString("vec2 abs(vec2 x);"));
s.append(TString("vec3 abs(vec3 x);"));
s.append(TString("vec4 abs(vec4 x);"));
s.append(TString("float sign(float x);"));
s.append(TString("vec2 sign(vec2 x);"));
s.append(TString("vec3 sign(vec3 x);"));
s.append(TString("vec4 sign(vec4 x);"));
s.append(TString("float floor(float x);"));
s.append(TString("vec2 floor(vec2 x);"));
s.append(TString("vec3 floor(vec3 x);"));
s.append(TString("vec4 floor(vec4 x);"));
s.append(TString("float ceil(float x);"));
s.append(TString("vec2 ceil(vec2 x);"));
s.append(TString("vec3 ceil(vec3 x);"));
s.append(TString("vec4 ceil(vec4 x);"));
s.append(TString("float fract(float x);"));
s.append(TString("vec2 fract(vec2 x);"));
s.append(TString("vec3 fract(vec3 x);"));
s.append(TString("vec4 fract(vec4 x);"));
s.append(TString("float mod(float x, float y);"));
s.append(TString("vec2 mod(vec2 x, float y);"));
s.append(TString("vec3 mod(vec3 x, float y);"));
s.append(TString("vec4 mod(vec4 x, float y);"));
s.append(TString("vec2 mod(vec2 x, vec2 y);"));
s.append(TString("vec3 mod(vec3 x, vec3 y);"));
s.append(TString("vec4 mod(vec4 x, vec4 y);"));
s.append(TString("float min(float x, float y);"));
s.append(TString("vec2 min(vec2 x, float y);"));
s.append(TString("vec3 min(vec3 x, float y);"));
s.append(TString("vec4 min(vec4 x, float y);"));
s.append(TString("vec2 min(vec2 x, vec2 y);"));
s.append(TString("vec3 min(vec3 x, vec3 y);"));
s.append(TString("vec4 min(vec4 x, vec4 y);"));
s.append(TString("float max(float x, float y);"));
s.append(TString("vec2 max(vec2 x, float y);"));
s.append(TString("vec3 max(vec3 x, float y);"));
s.append(TString("vec4 max(vec4 x, float y);"));
s.append(TString("vec2 max(vec2 x, vec2 y);"));
s.append(TString("vec3 max(vec3 x, vec3 y);"));
s.append(TString("vec4 max(vec4 x, vec4 y);"));
s.append(TString("float clamp(float x, float minVal, float maxVal);"));
s.append(TString("vec2 clamp(vec2 x, float minVal, float maxVal);"));
s.append(TString("vec3 clamp(vec3 x, float minVal, float maxVal);"));
s.append(TString("vec4 clamp(vec4 x, float minVal, float maxVal);"));
s.append(TString("vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);"));
s.append(TString("vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);"));
s.append(TString("vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);"));
s.append(TString("float mix(float x, float y, float a);"));
s.append(TString("vec2 mix(vec2 x, vec2 y, float a);"));
s.append(TString("vec3 mix(vec3 x, vec3 y, float a);"));
s.append(TString("vec4 mix(vec4 x, vec4 y, float a);"));
s.append(TString("vec2 mix(vec2 x, vec2 y, vec2 a);"));
s.append(TString("vec3 mix(vec3 x, vec3 y, vec3 a);"));
s.append(TString("vec4 mix(vec4 x, vec4 y, vec4 a);"));
s.append(TString("float step(float edge, float x);"));
s.append(TString("vec2 step(vec2 edge, vec2 x);"));
s.append(TString("vec3 step(vec3 edge, vec3 x);"));
s.append(TString("vec4 step(vec4 edge, vec4 x);"));
s.append(TString("vec2 step(float edge, vec2 x);"));
s.append(TString("vec3 step(float edge, vec3 x);"));
s.append(TString("vec4 step(float edge, vec4 x);"));
s.append(TString("float smoothstep(float edge0, float edge1, float x);"));
s.append(TString("vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);"));
s.append(TString("vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);"));
s.append(TString("vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);"));
s.append(TString("vec2 smoothstep(float edge0, float edge1, vec2 x);"));
s.append(TString("vec3 smoothstep(float edge0, float edge1, vec3 x);"));
s.append(TString("vec4 smoothstep(float edge0, float edge1, vec4 x);"));
//
// Geometric Functions.
//
s.append(TString("float length(float x);"));
s.append(TString("float length(vec2 x);"));
s.append(TString("float length(vec3 x);"));
s.append(TString("float length(vec4 x);"));
s.append(TString("float distance(float p0, float p1);"));
s.append(TString("float distance(vec2 p0, vec2 p1);"));
s.append(TString("float distance(vec3 p0, vec3 p1);"));
s.append(TString("float distance(vec4 p0, vec4 p1);"));
s.append(TString("float dot(float x, float y);"));
s.append(TString("float dot(vec2 x, vec2 y);"));
s.append(TString("float dot(vec3 x, vec3 y);"));
s.append(TString("float dot(vec4 x, vec4 y);"));
s.append(TString("vec3 cross(vec3 x, vec3 y);"));
s.append(TString("float normalize(float x);"));
s.append(TString("vec2 normalize(vec2 x);"));
s.append(TString("vec3 normalize(vec3 x);"));
s.append(TString("vec4 normalize(vec4 x);"));
s.append(TString("float faceforward(float N, float I, float Nref);"));
s.append(TString("vec2 faceforward(vec2 N, vec2 I, vec2 Nref);"));
s.append(TString("vec3 faceforward(vec3 N, vec3 I, vec3 Nref);"));
s.append(TString("vec4 faceforward(vec4 N, vec4 I, vec4 Nref);"));
s.append(TString("float reflect(float I, float N);"));
s.append(TString("vec2 reflect(vec2 I, vec2 N);"));
s.append(TString("vec3 reflect(vec3 I, vec3 N);"));
s.append(TString("vec4 reflect(vec4 I, vec4 N);"));
s.append(TString("float refract(float I, float N, float eta);"));
s.append(TString("vec2 refract(vec2 I, vec2 N, float eta);"));
s.append(TString("vec3 refract(vec3 I, vec3 N, float eta);"));
s.append(TString("vec4 refract(vec4 I, vec4 N, float eta);"));
//
// Matrix Functions.
//
s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);"));
s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);"));
s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);"));
//
// Vector relational functions.
//
s.append(TString("bvec2 lessThan(vec2 x, vec2 y);"));
s.append(TString("bvec3 lessThan(vec3 x, vec3 y);"));
s.append(TString("bvec4 lessThan(vec4 x, vec4 y);"));
s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);"));
s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);"));
s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);"));
s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);"));
s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);"));
s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);"));
s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);"));
s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);"));
s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);"));
s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 equal(vec2 x, vec2 y);"));
s.append(TString("bvec3 equal(vec3 x, vec3 y);"));
s.append(TString("bvec4 equal(vec4 x, vec4 y);"));
s.append(TString("bvec2 equal(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 equal(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 equal(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 equal(bvec2 x, bvec2 y);"));
s.append(TString("bvec3 equal(bvec3 x, bvec3 y);"));
s.append(TString("bvec4 equal(bvec4 x, bvec4 y);"));
s.append(TString("bvec2 notEqual(vec2 x, vec2 y);"));
s.append(TString("bvec3 notEqual(vec3 x, vec3 y);"));
s.append(TString("bvec4 notEqual(vec4 x, vec4 y);"));
s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);"));
s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);"));
s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);"));
s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);"));
s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);"));
s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);"));
s.append(TString("bool any(bvec2 x);"));
s.append(TString("bool any(bvec3 x);"));
s.append(TString("bool any(bvec4 x);"));
s.append(TString("bool all(bvec2 x);"));
s.append(TString("bool all(bvec3 x);"));
s.append(TString("bool all(bvec4 x);"));
s.append(TString("bvec2 not(bvec2 x);"));
s.append(TString("bvec3 not(bvec3 x);"));
s.append(TString("bvec4 not(bvec4 x);"));
//
// Texture Functions.
//
s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);"));
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);"));
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);"));
s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);"));
//
// Noise functions.
//
//s.append(TString("float noise1(float x);"));
//s.append(TString("float noise1(vec2 x);"));
//s.append(TString("float noise1(vec3 x);"));
//s.append(TString("float noise1(vec4 x);"));
//s.append(TString("vec2 noise2(float x);"));
//s.append(TString("vec2 noise2(vec2 x);"));
//s.append(TString("vec2 noise2(vec3 x);"));
//s.append(TString("vec2 noise2(vec4 x);"));
//s.append(TString("vec3 noise3(float x);"));
//s.append(TString("vec3 noise3(vec2 x);"));
//s.append(TString("vec3 noise3(vec3 x);"));
//s.append(TString("vec3 noise3(vec4 x);"));
//s.append(TString("vec4 noise4(float x);"));
//s.append(TString("vec4 noise4(vec2 x);"));
//s.append(TString("vec4 noise4(vec3 x);"));
//s.append(TString("vec4 noise4(vec4 x);"));
s.append(TString("\n"));
return s;
}
//============================================================================
//
// Prototypes for built-in functions seen by vertex shaders only.
//
//============================================================================
static TString BuiltInFunctionsVertex()
{
TString s;
//
// Geometric Functions.
//
//s.append(TString("vec4 ftransform();"));
//
// Texture Functions.
//
s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);"));
s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);"));
s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);"));
s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);"));
s.append(TString("\n"));
return s;
}
//============================================================================
//
// Prototypes for built-in functions seen by fragment shaders only.
//
//============================================================================
static TString BuiltInFunctionsFragment()
{
TString s;
//
// Texture Functions.
//
s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);"));
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);"));
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);"));
s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);"));
//s.append(TString("float dFdx(float p);"));
//s.append(TString("vec2 dFdx(vec2 p);"));
//s.append(TString("vec3 dFdx(vec3 p);"));
//s.append(TString("vec4 dFdx(vec4 p);"));
//s.append(TString("float dFdy(float p);"));
//s.append(TString("vec2 dFdy(vec2 p);"));
//s.append(TString("vec3 dFdy(vec3 p);"));
//s.append(TString("vec4 dFdy(vec4 p);"));
s.append(TString("float fwidth(float p);"));
s.append(TString("vec2 fwidth(vec2 p);"));
s.append(TString("vec3 fwidth(vec3 p);"));
s.append(TString("vec4 fwidth(vec4 p);"));
s.append(TString("\n"));
return s;
}
//============================================================================
//
// Standard uniforms.
//
//============================================================================
static TString StandardUniforms()
{
TString s;
//
// Depth range in window coordinates
//
s.append(TString("struct gl_DepthRangeParameters {"));
s.append(TString(" highp float near;")); // n
s.append(TString(" highp float far;")); // f
s.append(TString(" highp float diff;")); // f - n
s.append(TString("};"));
s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;"));
s.append(TString("\n"));
return s;
}
//============================================================================
//
// Default precision for vertex shaders.
//
//============================================================================
static TString DefaultPrecisionVertex()
{
TString s;
s.append(TString("precision highp int;"));
s.append(TString("precision highp float;"));
s.append(TString("\n"));
return s;
}
//============================================================================
//
// Default precision for fragment shaders.
//
//============================================================================
static TString DefaultPrecisionFragment()
{
TString s;
s.append(TString("precision mediump int;"));
// No default precision for float in fragment shaders
s.append(TString("\n"));
return s;
}
//============================================================================
//
// Implementation dependent built-in constants.
//
//============================================================================
static TString BuiltInConstants(const TBuiltInResource &resources)
{
TStringStream s;
s << "const int gl_MaxVertexAttribs = " << resources.MaxVertexAttribs << ";";
s << "const int gl_MaxVertexUniformVectors = " << resources.MaxVertexUniformVectors << ";";
s << "const int gl_MaxVaryingVectors = " << resources.MaxVaryingVectors << ";";
s << "const int gl_MaxVertexTextureImageUnits = " << resources.MaxVertexTextureImageUnits << ";";
s << "const int gl_MaxCombinedTextureImageUnits = " << resources.MaxCombinedTextureImageUnits << ";";
s << "const int gl_MaxTextureImageUnits = " << resources.MaxTextureImageUnits << ";";
s << "const int gl_MaxFragmentUniformVectors = " << resources.MaxFragmentUniformVectors << ";";
s << "const int gl_MaxDrawBuffers = " << resources.MaxDrawBuffers << ";";
return s.str();
}
void TBuiltIns::initialize(EShLanguage language, EShSpec spec, const TBuiltInResource& resources)
{
switch (language) {
case EShLangFragment:
builtInStrings.push_back(DefaultPrecisionFragment());
builtInStrings.push_back(BuiltInFunctionsCommon());
builtInStrings.push_back(BuiltInFunctionsFragment());
builtInStrings.push_back(StandardUniforms());
break;
case EShLangVertex:
builtInStrings.push_back(DefaultPrecisionVertex());
builtInStrings.push_back(BuiltInFunctionsCommon());
builtInStrings.push_back(BuiltInFunctionsVertex());
builtInStrings.push_back(StandardUniforms());
break;
default: assert(false && "Language not supported");
}
builtInStrings.push_back(BuiltInConstants(resources));
}
void IdentifyBuiltIns(EShLanguage language, EShSpec spec, const TBuiltInResource& resources, TSymbolTable& symbolTable)
{
//
// First, insert some special built-in variables that are not in
// the built-in header files.
//
switch(language) {
case EShLangFragment:
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"), TType(EbtFloat, EbpMedium, EvqFragCoord, 4)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"), TType(EbtBool, EbpUndefined, EvqFrontFacing, 1)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"), TType(EbtFloat, EbpMedium, EvqFragColor, 4)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData[gl_MaxDrawBuffers]"), TType(EbtFloat, EbpMedium, EvqFragData, 4)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_PointCoord"), TType(EbtFloat, EbpMedium, EvqPointCoord, 2)));
break;
case EShLangVertex:
symbolTable.insert(*new TVariable(NewPoolTString("gl_Position"), TType(EbtFloat, EbpHigh, EvqPosition, 4)));
symbolTable.insert(*new TVariable(NewPoolTString("gl_PointSize"), TType(EbtFloat, EbpMedium, EvqPointSize, 1)));
break;
default: assert(false && "Language not supported");
}
//
// Next, identify which built-ins from the already loaded headers have
// a mapping to an operator. Those that are not identified as such are
// expected to be resolved through a library of functions, versus as
// operations.
//
symbolTable.relateToOperator("not", EOpVectorLogicalNot);
symbolTable.relateToOperator("matrixCompMult", EOpMul);
symbolTable.relateToOperator("equal", EOpVectorEqual);
symbolTable.relateToOperator("notEqual", EOpVectorNotEqual);
symbolTable.relateToOperator("lessThan", EOpLessThan);
symbolTable.relateToOperator("greaterThan", EOpGreaterThan);
symbolTable.relateToOperator("lessThanEqual", EOpLessThanEqual);
symbolTable.relateToOperator("greaterThanEqual", EOpGreaterThanEqual);
symbolTable.relateToOperator("radians", EOpRadians);
symbolTable.relateToOperator("degrees", EOpDegrees);
symbolTable.relateToOperator("sin", EOpSin);
symbolTable.relateToOperator("cos", EOpCos);
symbolTable.relateToOperator("tan", EOpTan);
symbolTable.relateToOperator("asin", EOpAsin);
symbolTable.relateToOperator("acos", EOpAcos);
symbolTable.relateToOperator("atan", EOpAtan);
symbolTable.relateToOperator("pow", EOpPow);
symbolTable.relateToOperator("exp2", EOpExp2);
symbolTable.relateToOperator("log", EOpLog);
symbolTable.relateToOperator("exp", EOpExp);
symbolTable.relateToOperator("log2", EOpLog2);
symbolTable.relateToOperator("sqrt", EOpSqrt);
symbolTable.relateToOperator("inversesqrt", EOpInverseSqrt);
symbolTable.relateToOperator("abs", EOpAbs);
symbolTable.relateToOperator("sign", EOpSign);
symbolTable.relateToOperator("floor", EOpFloor);
symbolTable.relateToOperator("ceil", EOpCeil);
symbolTable.relateToOperator("fract", EOpFract);
symbolTable.relateToOperator("mod", EOpMod);
symbolTable.relateToOperator("min", EOpMin);
symbolTable.relateToOperator("max", EOpMax);
symbolTable.relateToOperator("clamp", EOpClamp);
symbolTable.relateToOperator("mix", EOpMix);
symbolTable.relateToOperator("step", EOpStep);
symbolTable.relateToOperator("smoothstep", EOpSmoothStep);
symbolTable.relateToOperator("length", EOpLength);
symbolTable.relateToOperator("distance", EOpDistance);
symbolTable.relateToOperator("dot", EOpDot);
symbolTable.relateToOperator("cross", EOpCross);
symbolTable.relateToOperator("normalize", EOpNormalize);
symbolTable.relateToOperator("faceforward", EOpFaceForward);
symbolTable.relateToOperator("reflect", EOpReflect);
symbolTable.relateToOperator("refract", EOpRefract);
symbolTable.relateToOperator("any", EOpAny);
symbolTable.relateToOperator("all", EOpAll);
// Map language-specific operators.
switch(language) {
case EShLangVertex:
break;
case EShLangFragment:
//symbolTable.relateToOperator("dFdx", EOpDPdx); // OES_standard_derivatives extension
//symbolTable.relateToOperator("dFdy", EOpDPdy); // OES_standard_derivatives extension
//symbolTable.relateToOperator("fwidth", EOpFwidth); // OES_standard_derivatives extension
break;
default: break;
}
// Finally add resource-specific variables.
switch(language) {
case EShLangFragment: {
// Set up gl_FragData. The array size.
TType fragData(EbtFloat, EbpMedium, EvqFragColor, 4, false, true);
fragData.setArraySize(resources.MaxDrawBuffers);
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData"), fragData));
}
break;
default: break;
}
}
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