/*-------------------------------------------------------------------------
* drawElements Quality Program Random Shader Generator
* ----------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Variable class.
*//*--------------------------------------------------------------------*/
#include "rsgVariable.hpp"
#include "rsgGeneratorState.hpp"
#include "rsgShader.hpp"
namespace rsg
{
Variable::Variable (const VariableType& type, Storage storage, const char* name)
: m_type (type)
, m_storage (storage)
, m_name (name)
, m_layoutLocation (-1)
{
}
Variable::~Variable (void)
{
}
void Variable::tokenizeDeclaration (GeneratorState& state, TokenStream& str) const
{
Version targetVersion = state.getProgramParameters().version;
// \todo [2011-03-10 pyry] Remove precision hacks once precision handling is implemented
switch (m_storage)
{
case STORAGE_CONST: str << Token::CONST; break;
case STORAGE_PARAMETER_IN: str << Token::IN; break;
case STORAGE_PARAMETER_OUT: str << Token::OUT; break;
case STORAGE_PARAMETER_INOUT: str << Token::INOUT; break;
case STORAGE_UNIFORM:
{
str << Token::UNIFORM;
if (m_type.isFloatOrVec() || m_type.isIntOrVec())
str << Token::MEDIUM_PRECISION;
break;
}
case STORAGE_SHADER_IN:
{
if (targetVersion >= VERSION_300)
{
if (hasLayoutLocation())
str << Token::LAYOUT << Token::LEFT_PAREN << Token::LOCATION << Token::EQUAL << m_layoutLocation << Token::RIGHT_PAREN;
str << Token::IN;
if (state.getShader().getType() == Shader::TYPE_FRAGMENT)
str << Token::MEDIUM_PRECISION;
}
else
{
DE_ASSERT(!hasLayoutLocation());
switch (state.getShader().getType())
{
case Shader::TYPE_VERTEX: str << Token::ATTRIBUTE; break;
case Shader::TYPE_FRAGMENT: str << Token::VARYING << Token::MEDIUM_PRECISION; break;
default: DE_ASSERT(DE_FALSE); break;
}
}
break;
}
case STORAGE_SHADER_OUT:
{
if (targetVersion >= VERSION_300)
{
if (hasLayoutLocation())
str << Token::LAYOUT << Token::LEFT_PAREN << Token::LOCATION << Token::EQUAL << m_layoutLocation << Token::RIGHT_PAREN;
str << Token::OUT << Token::MEDIUM_PRECISION;
}
else
{
DE_ASSERT(!hasLayoutLocation());
if (state.getShader().getType() == Shader::TYPE_VERTEX)
str << Token::VARYING << Token::MEDIUM_PRECISION;
else
DE_ASSERT(DE_FALSE);
}
break;
}
case STORAGE_LOCAL:
default:
/* nothing */
break;
}
m_type.tokenizeShortType(str);
DE_ASSERT(m_name != "");
str << Token(m_name.c_str());
}
} // rsg