Split vector swizzle AST nodes into a different node class
This avoids creating a weird aggregate node with a sequence of
constant union nodes to store the offsets. They're stored neatly
inside a vector instead. This makes code that needs to iterate
over the swizzle offsets much simpler.
BUG=angleproject:1490
TEST=angle_unittests
Change-Id: I156b95723529ee05a94d30295ffb6d0952a98564
Reviewed-on: https://chromium-review.googlesource.com/390832
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/compiler/translator/IntermTraverse.cpp b/src/compiler/translator/IntermTraverse.cpp
index 72da6d2..189a422 100644
--- a/src/compiler/translator/IntermTraverse.cpp
+++ b/src/compiler/translator/IntermTraverse.cpp
@@ -23,6 +23,11 @@
it->traverseConstantUnion(this);
}
+void TIntermSwizzle::traverse(TIntermTraverser *it)
+{
+ it->traverseSwizzle(this);
+}
+
void TIntermBinary::traverse(TIntermTraverser *it)
{
it->traverseBinary(this);
@@ -232,6 +237,26 @@
visitConstantUnion(node);
}
+void TIntermTraverser::traverseSwizzle(TIntermSwizzle *node)
+{
+ bool visit = true;
+
+ if (preVisit)
+ visit = visitSwizzle(PreVisit, node);
+
+ if (visit)
+ {
+ incrementDepth(node);
+
+ node->getOperand()->traverse(this);
+
+ decrementDepth();
+ }
+
+ if (visit && postVisit)
+ visitSwizzle(PostVisit, node);
+}
+
//
// Traverse a binary node.
//