Revert "Return variable type queries using GLenum values."
Breaks the FYI bots until we get Chromium patched.
BUG=angle:466
This reverts commit 53221f5a0382887155d90f7f286e41190d4f5bfb.
Change-Id: Ib28548df5c10a6f76f46e4cf8f2013dca5cf0ee2
Reviewed-on: https://chromium-review.googlesource.com/205850
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/BuiltInFunctionEmulator.cpp b/src/compiler/translator/BuiltInFunctionEmulator.cpp
index 175c576..afbc169 100644
--- a/src/compiler/translator/BuiltInFunctionEmulator.cpp
+++ b/src/compiler/translator/BuiltInFunctionEmulator.cpp
@@ -7,7 +7,6 @@
#include "compiler/translator/BuiltInFunctionEmulator.h"
#include "compiler/translator/SymbolTable.h"
-#include "angle_gl.h"
namespace {
@@ -266,9 +265,9 @@
} // anonymous namepsace
-BuiltInFunctionEmulator::BuiltInFunctionEmulator(sh::GLenum shaderType)
+BuiltInFunctionEmulator::BuiltInFunctionEmulator(ShShaderType shaderType)
{
- if (shaderType == GL_FRAGMENT_SHADER) {
+ if (shaderType == SH_FRAGMENT_SHADER) {
mFunctionMask = kFunctionEmulationFragmentMask;
mFunctionSource = kFunctionEmulationFragmentSource;
} else {
diff --git a/src/compiler/translator/BuiltInFunctionEmulator.h b/src/compiler/translator/BuiltInFunctionEmulator.h
index 926b6be..9367b55 100644
--- a/src/compiler/translator/BuiltInFunctionEmulator.h
+++ b/src/compiler/translator/BuiltInFunctionEmulator.h
@@ -17,7 +17,7 @@
//
class BuiltInFunctionEmulator {
public:
- BuiltInFunctionEmulator(sh::GLenum shaderType);
+ BuiltInFunctionEmulator(ShShaderType shaderType);
// Records that a function is called by the shader and might needs to be
// emulated. If the function's group is not in mFunctionGroupFilter, this
// becomes an no-op.
diff --git a/src/compiler/translator/CodeGen.cpp b/src/compiler/translator/CodeGen.cpp
index 71056f4..c35dbdc 100644
--- a/src/compiler/translator/CodeGen.cpp
+++ b/src/compiler/translator/CodeGen.cpp
@@ -14,7 +14,7 @@
// a subclass of TCompiler.
//
TCompiler* ConstructCompiler(
- sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
+ ShShaderType type, ShShaderSpec spec, ShShaderOutput output)
{
switch (output) {
case SH_ESSL_OUTPUT:
diff --git a/src/compiler/translator/Compiler.cpp b/src/compiler/translator/Compiler.cpp
index 898e3ef..61c0c4e 100644
--- a/src/compiler/translator/Compiler.cpp
+++ b/src/compiler/translator/Compiler.cpp
@@ -22,7 +22,6 @@
#include "compiler/translator/timing/RestrictFragmentShaderTiming.h"
#include "compiler/translator/timing/RestrictVertexShaderTiming.h"
#include "third_party/compiler/ArrayBoundsClamper.h"
-#include "angle_gl.h"
bool IsWebGLBasedSpec(ShShaderSpec spec)
{
@@ -93,7 +92,7 @@
allocator.popAll();
}
-TCompiler::TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
+TCompiler::TCompiler(ShShaderType type, ShShaderSpec spec, ShShaderOutput output)
: shaderType(type),
shaderSpec(spec),
outputType(output),
@@ -113,7 +112,7 @@
bool TCompiler::Init(const ShBuiltInResources& resources)
{
shaderVersion = 100;
- maxUniformVectors = (shaderType == GL_VERTEX_SHADER) ?
+ maxUniformVectors = (shaderType == SH_VERTEX_SHADER) ?
resources.MaxVertexUniformVectors :
resources.MaxFragmentUniformVectors;
maxExpressionComplexity = resources.MaxExpressionComplexity;
@@ -188,7 +187,7 @@
if (success)
success = detectCallDepth(root, infoSink, (compileOptions & SH_LIMIT_CALL_STACK_DEPTH) != 0);
- if (success && shaderVersion == 300 && shaderType == GL_FRAGMENT_SHADER)
+ if (success && shaderVersion == 300 && shaderType == SH_FRAGMENT_SHADER)
success = validateOutputs(root);
if (success && (compileOptions & SH_VALIDATE_LOOP_INDEXING))
@@ -226,7 +225,7 @@
if (success && (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS))
arrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);
- if (success && shaderType == GL_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
+ if (success && shaderType == SH_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
initializeGLPosition(root);
if (success && (compileOptions & SH_UNFOLD_SHORT_CIRCUIT))
@@ -248,7 +247,7 @@
infoSink.info << "too many uniforms";
}
}
- if (success && shaderType == GL_VERTEX_SHADER &&
+ if (success && shaderType == SH_VERTEX_SHADER &&
(compileOptions & SH_INIT_VARYINGS_WITHOUT_STATIC_USE))
initializeVaryingsWithoutStaticUse(root);
}
@@ -295,10 +294,10 @@
switch(shaderType)
{
- case GL_FRAGMENT_SHADER:
+ case SH_FRAGMENT_SHADER:
symbolTable.setDefaultPrecision(integer, EbpMedium);
break;
- case GL_VERTEX_SHADER:
+ case SH_VERTEX_SHADER:
symbolTable.setDefaultPrecision(integer, EbpHigh);
symbolTable.setDefaultPrecision(floatingPoint, EbpHigh);
break;
@@ -419,7 +418,7 @@
return false;
}
- if (shaderType == GL_FRAGMENT_SHADER)
+ if (shaderType == SH_FRAGMENT_SHADER)
{
TDependencyGraph graph(root);
@@ -513,26 +512,26 @@
unsigned char primarySize = 1, secondarySize = 1;
switch (varying.type)
{
- case GL_FLOAT:
+ case SH_FLOAT:
break;
- case GL_FLOAT_VEC2:
+ case SH_FLOAT_VEC2:
primarySize = 2;
break;
- case GL_FLOAT_VEC3:
+ case SH_FLOAT_VEC3:
primarySize = 3;
break;
- case GL_FLOAT_VEC4:
+ case SH_FLOAT_VEC4:
primarySize = 4;
break;
- case GL_FLOAT_MAT2:
+ case SH_FLOAT_MAT2:
primarySize = 2;
secondarySize = 2;
break;
- case GL_FLOAT_MAT3:
+ case SH_FLOAT_MAT3:
primarySize = 3;
secondarySize = 3;
break;
- case GL_FLOAT_MAT4:
+ case SH_FLOAT_MAT4:
primarySize = 4;
secondarySize = 4;
break;
diff --git a/src/compiler/translator/Compiler.h b/src/compiler/translator/Compiler.h
index 5df556d..af1bc98 100644
--- a/src/compiler/translator/Compiler.h
+++ b/src/compiler/translator/Compiler.h
@@ -54,7 +54,7 @@
//
class TCompiler : public TShHandleBase {
public:
- TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output);
+ TCompiler(ShShaderType type, ShShaderSpec spec, ShShaderOutput output);
virtual ~TCompiler();
virtual TCompiler* getAsCompiler() { return this; }
@@ -78,7 +78,7 @@
std::string getBuiltInResourcesString() const { return builtInResourcesString; }
protected:
- sh::GLenum getShaderType() const { return shaderType; }
+ ShShaderType getShaderType() const { return shaderType; }
// Initialize symbol-table with built-in symbols.
bool InitBuiltInSymbolTable(const ShBuiltInResources& resources);
// Compute the string representation of the built-in resources
@@ -130,7 +130,7 @@
const BuiltInFunctionEmulator& getBuiltInFunctionEmulator() const;
private:
- sh::GLenum shaderType;
+ ShShaderType shaderType;
ShShaderSpec shaderSpec;
ShShaderOutput outputType;
@@ -174,7 +174,7 @@
// above machine independent information.
//
TCompiler* ConstructCompiler(
- sh::GLenum type, ShShaderSpec spec, ShShaderOutput output);
+ ShShaderType type, ShShaderSpec spec, ShShaderOutput output);
void DeleteCompiler(TCompiler*);
#endif // _SHHANDLE_INCLUDED_
diff --git a/src/compiler/translator/Initialize.cpp b/src/compiler/translator/Initialize.cpp
index e91d64f..e542a3f 100644
--- a/src/compiler/translator/Initialize.cpp
+++ b/src/compiler/translator/Initialize.cpp
@@ -13,9 +13,8 @@
#include "compiler/translator/Initialize.h"
#include "compiler/translator/intermediate.h"
-#include "angle_gl.h"
-void InsertBuiltInFunctions(sh::GLenum type, ShShaderSpec spec, const ShBuiltInResources &resources, TSymbolTable &symbolTable)
+void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltInResources &resources, TSymbolTable &symbolTable)
{
TType *float1 = new TType(EbtFloat);
TType *float2 = new TType(EbtFloat, 2);
@@ -363,7 +362,7 @@
symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "textureCubeGradEXT", samplerCube, float3, float3, float3);
}
- if (type == GL_FRAGMENT_SHADER)
+ if (type == SH_FRAGMENT_SHADER)
{
symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2D", sampler2D, float2, float1);
symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float3, float1);
@@ -397,7 +396,7 @@
}
}
- if(type == GL_VERTEX_SHADER)
+ if(type == SH_VERTEX_SHADER)
{
symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DLod", sampler2D, float2, float1);
symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProjLod", sampler2D, float3, float1);
@@ -427,7 +426,7 @@
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureLod", gsamplerCube, float3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureLod", gsampler2DArray, float3, float1);
- if (type == GL_FRAGMENT_SHADER)
+ if (type == SH_FRAGMENT_SHADER)
{
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsampler2D, float2, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsampler3D, float3, float1);
@@ -448,7 +447,7 @@
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProj", sampler2DShadow, float4);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureLod", sampler2DShadow, float3, float1);
- if (type == GL_FRAGMENT_SHADER)
+ if (type == SH_FRAGMENT_SHADER)
{
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "texture", sampler2DShadow, float3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "texture", samplerCubeShadow, float4, float1);
@@ -463,7 +462,7 @@
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int2, "textureSize", samplerCubeShadow, int1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, int3, "textureSize", sampler2DArrayShadow, int1);
- if(type == GL_FRAGMENT_SHADER)
+ if(type == SH_FRAGMENT_SHADER)
{
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "dFdx", float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float2, "dFdx", float2);
@@ -486,7 +485,7 @@
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureOffset", sampler2DShadow, float3, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureOffset", gsampler2DArray, float3, int2);
- if(type == GL_FRAGMENT_SHADER)
+ if(type == SH_FRAGMENT_SHADER)
{
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureOffset", gsampler2D, float2, int2, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureOffset", gsampler3D, float3, int3, float1);
@@ -499,7 +498,7 @@
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjOffset", gsampler3D, float4, int3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProjOffset", sampler2DShadow, float4, int2);
- if(type == GL_FRAGMENT_SHADER)
+ if(type == SH_FRAGMENT_SHADER)
{
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjOffset", gsampler2D, float3, int2, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjOffset", gsampler2D, float4, int2, float1);
@@ -595,7 +594,7 @@
symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MaxProgramTexelOffset", resources.MaxProgramTexelOffset);
}
-void IdentifyBuiltIns(sh::GLenum type, ShShaderSpec spec,
+void IdentifyBuiltIns(ShShaderType type, ShShaderSpec spec,
const ShBuiltInResources &resources,
TSymbolTable &symbolTable)
{
@@ -604,7 +603,7 @@
// the built-in header files.
//
switch(type) {
- case GL_FRAGMENT_SHADER:
+ case SH_FRAGMENT_SHADER:
symbolTable.insert(COMMON_BUILTINS, new TVariable(NewPoolTString("gl_FragCoord"), TType(EbtFloat, EbpMedium, EvqFragCoord, 4)));
symbolTable.insert(COMMON_BUILTINS, new TVariable(NewPoolTString("gl_FrontFacing"), TType(EbtBool, EbpUndefined, EvqFrontFacing, 1)));
symbolTable.insert(COMMON_BUILTINS, new TVariable(NewPoolTString("gl_PointCoord"), TType(EbtFloat, EbpMedium, EvqPointCoord, 2)));
@@ -627,7 +626,7 @@
break;
- case GL_VERTEX_SHADER:
+ case SH_VERTEX_SHADER:
symbolTable.insert(COMMON_BUILTINS, new TVariable(NewPoolTString("gl_Position"), TType(EbtFloat, EbpHigh, EvqPosition, 4)));
symbolTable.insert(COMMON_BUILTINS, new TVariable(NewPoolTString("gl_PointSize"), TType(EbtFloat, EbpMedium, EvqPointSize, 1)));
break;
@@ -695,9 +694,9 @@
// Map language-specific operators.
switch(type) {
- case GL_VERTEX_SHADER:
+ case SH_VERTEX_SHADER:
break;
- case GL_FRAGMENT_SHADER:
+ case SH_FRAGMENT_SHADER:
if (resources.OES_standard_derivatives)
{
symbolTable.relateToOperator(ESSL1_BUILTINS, "dFdx", EOpDFdx);
@@ -731,7 +730,7 @@
// Finally add resource-specific variables.
switch(type) {
- case GL_FRAGMENT_SHADER:
+ case SH_FRAGMENT_SHADER:
if (spec != SH_CSS_SHADERS_SPEC) {
// Set up gl_FragData. The array size.
TType fragData(EbtFloat, EbpMedium, EvqFragData, 4, 1, true);
diff --git a/src/compiler/translator/Initialize.h b/src/compiler/translator/Initialize.h
index cc1862c..cf40697 100644
--- a/src/compiler/translator/Initialize.h
+++ b/src/compiler/translator/Initialize.h
@@ -11,9 +11,9 @@
#include "compiler/translator/Compiler.h"
#include "compiler/translator/SymbolTable.h"
-void InsertBuiltInFunctions(sh::GLenum type, ShShaderSpec spec, const ShBuiltInResources &resources, TSymbolTable &table);
+void InsertBuiltInFunctions(ShShaderType type, ShShaderSpec spec, const ShBuiltInResources &resources, TSymbolTable &table);
-void IdentifyBuiltIns(sh::GLenum type, ShShaderSpec spec,
+void IdentifyBuiltIns(ShShaderType type, ShShaderSpec spec,
const ShBuiltInResources& resources,
TSymbolTable& symbolTable);
diff --git a/src/compiler/translator/OutputHLSL.cpp b/src/compiler/translator/OutputHLSL.cpp
index 60201f6..5974afb 100644
--- a/src/compiler/translator/OutputHLSL.cpp
+++ b/src/compiler/translator/OutputHLSL.cpp
@@ -142,7 +142,7 @@
if (mOutputType == SH_HLSL9_OUTPUT)
{
- if (mContext.shaderType == GL_FRAGMENT_SHADER)
+ if (mContext.shaderType == SH_FRAGMENT_SHADER)
{
// Reserve registers for dx_DepthRange, dx_ViewCoords and dx_DepthFront
mUniformHLSL->reserveUniformRegisters(3);
@@ -167,13 +167,13 @@
void OutputHLSL::output()
{
- mContainsLoopDiscontinuity = mContext.shaderType == GL_FRAGMENT_SHADER && containsLoopDiscontinuity(mContext.treeRoot);
+ mContainsLoopDiscontinuity = mContext.shaderType == SH_FRAGMENT_SHADER && containsLoopDiscontinuity(mContext.treeRoot);
const std::vector<TIntermTyped*> &flaggedStructs = FlagStd140ValueStructs(mContext.treeRoot);
makeFlaggedStructMaps(flaggedStructs);
// Work around D3D9 bug that would manifest in vertex shaders with selection blocks which
// use a vertex attribute as a condition, and some related computation in the else block.
- if (mOutputType == SH_HLSL9_OUTPUT && mContext.shaderType == GL_VERTEX_SHADER)
+ if (mOutputType == SH_HLSL9_OUTPUT && mContext.shaderType == SH_VERTEX_SHADER)
{
RewriteElseBlocks(mContext.treeRoot);
}
@@ -345,7 +345,7 @@
out << "#define ANGLE_USES_NESTED_BREAK" << "\n";
}
- if (mContext.shaderType == GL_FRAGMENT_SHADER)
+ if (mContext.shaderType == SH_FRAGMENT_SHADER)
{
TExtensionBehavior::const_iterator iter = mContext.extensionBehavior().find("GL_EXT_draw_buffers");
const bool usingMRTExtension = (iter != mContext.extensionBehavior().end() && (iter->second == EBhEnable || iter->second == EBhRequire));
@@ -2147,7 +2147,7 @@
bool bias = (arguments.size() > mandatoryArgumentCount); // Bias argument is optional
- if (lod0 || mContext.shaderType == GL_VERTEX_SHADER)
+ if (lod0 || mContext.shaderType == SH_VERTEX_SHADER)
{
if (bias)
{
diff --git a/src/compiler/translator/ParseContext.h b/src/compiler/translator/ParseContext.h
index a402eec..fc51ac8 100644
--- a/src/compiler/translator/ParseContext.h
+++ b/src/compiler/translator/ParseContext.h
@@ -25,7 +25,7 @@
// they can be passed to the parser without needing a global.
//
struct TParseContext {
- TParseContext(TSymbolTable& symt, TExtensionBehavior& ext, TIntermediate& interm, sh::GLenum type, ShShaderSpec spec, int options, bool checksPrecErrors, const char* sourcePath, TInfoSink& is) :
+ TParseContext(TSymbolTable& symt, TExtensionBehavior& ext, TIntermediate& interm, ShShaderType type, ShShaderSpec spec, int options, bool checksPrecErrors, const char* sourcePath, TInfoSink& is) :
intermediate(interm),
symbolTable(symt),
shaderType(type),
@@ -47,7 +47,7 @@
scanner(NULL) { }
TIntermediate& intermediate; // to hold and build a parse tree
TSymbolTable& symbolTable; // symbol table that goes with the language currently being parsed
- sh::GLenum shaderType; // vertex or fragment language (future: pack or unpack)
+ ShShaderType shaderType; // vertex or fragment language (future: pack or unpack)
ShShaderSpec shaderSpec; // The language specification compiler conforms to - GLES2 or WebGL.
int shaderVersion;
int compileOptions;
diff --git a/src/compiler/translator/ShaderLang.cpp b/src/compiler/translator/ShaderLang.cpp
index 903a5fb..121a68c 100644
--- a/src/compiler/translator/ShaderLang.cpp
+++ b/src/compiler/translator/ShaderLang.cpp
@@ -115,7 +115,7 @@
//
// Driver calls these to create and destroy compiler objects.
//
-ShHandle ShConstructCompiler(sh::GLenum type, ShShaderSpec spec,
+ShHandle ShConstructCompiler(ShShaderType type, ShShaderSpec spec,
ShShaderOutput output,
const ShBuiltInResources* resources)
{
@@ -293,7 +293,7 @@
int index,
size_t* length,
int* size,
- sh::GLenum* type,
+ ShDataType* type,
ShPrecisionType* precision,
int* staticUse,
char* name,
diff --git a/src/compiler/translator/TranslatorESSL.cpp b/src/compiler/translator/TranslatorESSL.cpp
index 5b99fea..c956e29 100644
--- a/src/compiler/translator/TranslatorESSL.cpp
+++ b/src/compiler/translator/TranslatorESSL.cpp
@@ -7,9 +7,8 @@
#include "compiler/translator/TranslatorESSL.h"
#include "compiler/translator/OutputESSL.h"
-#include "angle_gl.h"
-TranslatorESSL::TranslatorESSL(sh::GLenum type, ShShaderSpec spec)
+TranslatorESSL::TranslatorESSL(ShShaderType type, ShShaderSpec spec)
: TCompiler(type, spec, SH_ESSL_OUTPUT) {
}
@@ -21,7 +20,7 @@
// Write emulated built-in functions if needed.
getBuiltInFunctionEmulator().OutputEmulatedFunctionDefinition(
- sink, getShaderType() == GL_FRAGMENT_SHADER);
+ sink, getShaderType() == SH_FRAGMENT_SHADER);
// Write array bounds clamping emulation if needed.
getArrayBoundsClamper().OutputClampingFunctionDefinition(sink);
diff --git a/src/compiler/translator/TranslatorESSL.h b/src/compiler/translator/TranslatorESSL.h
index 5576682..6e7ea65 100644
--- a/src/compiler/translator/TranslatorESSL.h
+++ b/src/compiler/translator/TranslatorESSL.h
@@ -11,7 +11,7 @@
class TranslatorESSL : public TCompiler {
public:
- TranslatorESSL(sh::GLenum type, ShShaderSpec spec);
+ TranslatorESSL(ShShaderType type, ShShaderSpec spec);
protected:
virtual void translate(TIntermNode* root);
diff --git a/src/compiler/translator/TranslatorGLSL.cpp b/src/compiler/translator/TranslatorGLSL.cpp
index 4b2aeca..749d837 100644
--- a/src/compiler/translator/TranslatorGLSL.cpp
+++ b/src/compiler/translator/TranslatorGLSL.cpp
@@ -9,7 +9,7 @@
#include "compiler/translator/OutputGLSL.h"
#include "compiler/translator/VersionGLSL.h"
-static void writeVersion(sh::GLenum type, TIntermNode* root,
+static void writeVersion(ShShaderType type, TIntermNode* root,
TInfoSinkBase& sink) {
TVersionGLSL versionGLSL(type);
root->traverse(&versionGLSL);
@@ -21,7 +21,7 @@
}
}
-TranslatorGLSL::TranslatorGLSL(sh::GLenum type, ShShaderSpec spec)
+TranslatorGLSL::TranslatorGLSL(ShShaderType type, ShShaderSpec spec)
: TCompiler(type, spec, SH_GLSL_OUTPUT) {
}
diff --git a/src/compiler/translator/TranslatorGLSL.h b/src/compiler/translator/TranslatorGLSL.h
index 3c6c2e4..301227e 100644
--- a/src/compiler/translator/TranslatorGLSL.h
+++ b/src/compiler/translator/TranslatorGLSL.h
@@ -11,7 +11,7 @@
class TranslatorGLSL : public TCompiler {
public:
- TranslatorGLSL(sh::GLenum type, ShShaderSpec spec);
+ TranslatorGLSL(ShShaderType type, ShShaderSpec spec);
protected:
virtual void translate(TIntermNode* root);
diff --git a/src/compiler/translator/TranslatorHLSL.cpp b/src/compiler/translator/TranslatorHLSL.cpp
index b75725b..da6f980 100644
--- a/src/compiler/translator/TranslatorHLSL.cpp
+++ b/src/compiler/translator/TranslatorHLSL.cpp
@@ -9,7 +9,7 @@
#include "compiler/translator/InitializeParseContext.h"
#include "compiler/translator/OutputHLSL.h"
-TranslatorHLSL::TranslatorHLSL(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
+TranslatorHLSL::TranslatorHLSL(ShShaderType type, ShShaderSpec spec, ShShaderOutput output)
: TCompiler(type, spec, output)
{
}
diff --git a/src/compiler/translator/TranslatorHLSL.h b/src/compiler/translator/TranslatorHLSL.h
index f9e771f..46867b0 100644
--- a/src/compiler/translator/TranslatorHLSL.h
+++ b/src/compiler/translator/TranslatorHLSL.h
@@ -12,7 +12,7 @@
class TranslatorHLSL : public TCompiler {
public:
- TranslatorHLSL(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output);
+ TranslatorHLSL(ShShaderType type, ShShaderSpec spec, ShShaderOutput output);
virtual TranslatorHLSL *getAsTranslatorHLSL() { return this; }
const std::vector<sh::Uniform> &getUniforms() { return mActiveUniforms; }
diff --git a/src/compiler/translator/ValidateLimitations.cpp b/src/compiler/translator/ValidateLimitations.cpp
index 51f7ae0..e96a777 100644
--- a/src/compiler/translator/ValidateLimitations.cpp
+++ b/src/compiler/translator/ValidateLimitations.cpp
@@ -8,7 +8,6 @@
#include "compiler/translator/InfoSink.h"
#include "compiler/translator/InitializeParseContext.h"
#include "compiler/translator/ParseContext.h"
-#include "angle_gl.h"
namespace
{
@@ -49,7 +48,7 @@
} // namespace anonymous
-ValidateLimitations::ValidateLimitations(sh::GLenum shaderType,
+ValidateLimitations::ValidateLimitations(ShShaderType shaderType,
TInfoSinkBase &sink)
: mShaderType(shaderType),
mSink(sink),
@@ -458,7 +457,7 @@
// The index expession must be a constant-index-expression unless
// the operand is a uniform in a vertex shader.
TIntermTyped *operand = node->getLeft();
- bool skip = (mShaderType == GL_VERTEX_SHADER) &&
+ bool skip = (mShaderType == SH_VERTEX_SHADER) &&
(operand->getQualifier() == EvqUniform);
if (!skip && !isConstIndexExpr(index))
{
diff --git a/src/compiler/translator/ValidateLimitations.h b/src/compiler/translator/ValidateLimitations.h
index 8c9ebf5..f28995c 100644
--- a/src/compiler/translator/ValidateLimitations.h
+++ b/src/compiler/translator/ValidateLimitations.h
@@ -14,7 +14,7 @@
class ValidateLimitations : public TIntermTraverser
{
public:
- ValidateLimitations(sh::GLenum shaderType, TInfoSinkBase &sink);
+ ValidateLimitations(ShShaderType shaderType, TInfoSinkBase &sink);
int numErrors() const { return mNumErrors; }
@@ -47,7 +47,7 @@
bool isConstIndexExpr(TIntermNode *node);
bool validateIndexing(TIntermBinary *node);
- sh::GLenum mShaderType;
+ ShShaderType mShaderType;
TInfoSinkBase &mSink;
int mNumErrors;
TLoopStack mLoopStack;
diff --git a/src/compiler/translator/VariableInfo.cpp b/src/compiler/translator/VariableInfo.cpp
index 536aa14..d0b1990 100644
--- a/src/compiler/translator/VariableInfo.cpp
+++ b/src/compiler/translator/VariableInfo.cpp
@@ -5,7 +5,6 @@
//
#include "compiler/translator/VariableInfo.h"
-#include "angle_gl.h"
namespace {
@@ -17,7 +16,7 @@
}
// Returns the data type for an attribute, uniform, or varying.
-sh::GLenum getVariableDataType(const TType& type)
+ShDataType getVariableDataType(const TType& type)
{
switch (type.getBasicType()) {
case EbtFloat:
@@ -27,97 +26,97 @@
case 2:
switch (type.getRows())
{
- case 2: return GL_FLOAT_MAT2;
- case 3: return GL_FLOAT_MAT2x3;
- case 4: return GL_FLOAT_MAT2x4;
+ case 2: return SH_FLOAT_MAT2;
+ case 3: return SH_FLOAT_MAT2x3;
+ case 4: return SH_FLOAT_MAT2x4;
default: UNREACHABLE();
}
case 3:
switch (type.getRows())
{
- case 2: return GL_FLOAT_MAT3x2;
- case 3: return GL_FLOAT_MAT3;
- case 4: return GL_FLOAT_MAT3x4;
+ case 2: return SH_FLOAT_MAT3x2;
+ case 3: return SH_FLOAT_MAT3;
+ case 4: return SH_FLOAT_MAT3x4;
default: UNREACHABLE();
}
case 4:
switch (type.getRows())
{
- case 2: return GL_FLOAT_MAT4x2;
- case 3: return GL_FLOAT_MAT4x3;
- case 4: return GL_FLOAT_MAT4;
+ case 2: return SH_FLOAT_MAT4x2;
+ case 3: return SH_FLOAT_MAT4x3;
+ case 4: return SH_FLOAT_MAT4;
default: UNREACHABLE();
}
}
} else if (type.isVector()) {
switch (type.getNominalSize()) {
- case 2: return GL_FLOAT_VEC2;
- case 3: return GL_FLOAT_VEC3;
- case 4: return GL_FLOAT_VEC4;
+ case 2: return SH_FLOAT_VEC2;
+ case 3: return SH_FLOAT_VEC3;
+ case 4: return SH_FLOAT_VEC4;
default: UNREACHABLE();
}
} else {
- return GL_FLOAT;
+ return SH_FLOAT;
}
case EbtInt:
if (type.isMatrix()) {
UNREACHABLE();
} else if (type.isVector()) {
switch (type.getNominalSize()) {
- case 2: return GL_INT_VEC2;
- case 3: return GL_INT_VEC3;
- case 4: return GL_INT_VEC4;
+ case 2: return SH_INT_VEC2;
+ case 3: return SH_INT_VEC3;
+ case 4: return SH_INT_VEC4;
default: UNREACHABLE();
}
} else {
- return GL_INT;
+ return SH_INT;
}
case EbtUInt:
if (type.isMatrix()) {
UNREACHABLE();
} else if (type.isVector()) {
switch (type.getNominalSize()) {
- case 2: return GL_UNSIGNED_INT_VEC2;
- case 3: return GL_UNSIGNED_INT_VEC3;
- case 4: return GL_UNSIGNED_INT_VEC4;
+ case 2: return SH_UNSIGNED_INT_VEC2;
+ case 3: return SH_UNSIGNED_INT_VEC3;
+ case 4: return SH_UNSIGNED_INT_VEC4;
default: UNREACHABLE();
}
} else {
- return GL_UNSIGNED_INT;
+ return SH_UNSIGNED_INT;
}
case EbtBool:
if (type.isMatrix()) {
UNREACHABLE();
} else if (type.isVector()) {
switch (type.getNominalSize()) {
- case 2: return GL_BOOL_VEC2;
- case 3: return GL_BOOL_VEC3;
- case 4: return GL_BOOL_VEC4;
+ case 2: return SH_BOOL_VEC2;
+ case 3: return SH_BOOL_VEC3;
+ case 4: return SH_BOOL_VEC4;
default: UNREACHABLE();
}
} else {
- return GL_BOOL;
+ return SH_BOOL;
}
- case EbtSampler2D: return GL_SAMPLER_2D;
- case EbtSampler3D: return GL_SAMPLER_3D;
- case EbtSamplerCube: return GL_SAMPLER_CUBE;
- case EbtSamplerExternalOES: return GL_SAMPLER_EXTERNAL_OES;
- case EbtSampler2DRect: return GL_SAMPLER_2D_RECT_ARB;
- case EbtSampler2DArray: return GL_SAMPLER_2D_ARRAY;
- case EbtISampler2D: return GL_INT_SAMPLER_2D;
- case EbtISampler3D: return GL_INT_SAMPLER_3D;
- case EbtISamplerCube: return GL_INT_SAMPLER_CUBE;
- case EbtISampler2DArray: return GL_INT_SAMPLER_2D_ARRAY;
- case EbtUSampler2D: return GL_UNSIGNED_INT_SAMPLER_2D;
- case EbtUSampler3D: return GL_UNSIGNED_INT_SAMPLER_3D;
- case EbtUSamplerCube: return GL_UNSIGNED_INT_SAMPLER_CUBE;
- case EbtUSampler2DArray: return GL_UNSIGNED_INT_SAMPLER_2D_ARRAY;
- case EbtSampler2DShadow: return GL_SAMPLER_2D_SHADOW;
- case EbtSamplerCubeShadow: return GL_SAMPLER_CUBE_SHADOW;
- case EbtSampler2DArrayShadow: return GL_SAMPLER_2D_ARRAY_SHADOW;
+ case EbtSampler2D: return SH_SAMPLER_2D;
+ case EbtSampler3D: return SH_SAMPLER_3D;
+ case EbtSamplerCube: return SH_SAMPLER_CUBE;
+ case EbtSamplerExternalOES: return SH_SAMPLER_EXTERNAL_OES;
+ case EbtSampler2DRect: return SH_SAMPLER_2D_RECT_ARB;
+ case EbtSampler2DArray: return SH_SAMPLER_2D_ARRAY;
+ case EbtISampler2D: return SH_INT_SAMPLER_2D;
+ case EbtISampler3D: return SH_INT_SAMPLER_3D;
+ case EbtISamplerCube: return SH_INT_SAMPLER_CUBE;
+ case EbtISampler2DArray: return SH_INT_SAMPLER_2D_ARRAY;
+ case EbtUSampler2D: return SH_UNSIGNED_INT_SAMPLER_2D;
+ case EbtUSampler3D: return SH_UNSIGNED_INT_SAMPLER_3D;
+ case EbtUSamplerCube: return SH_UNSIGNED_INT_SAMPLER_CUBE;
+ case EbtUSampler2DArray: return SH_UNSIGNED_INT_SAMPLER_2D_ARRAY;
+ case EbtSampler2DShadow: return SH_SAMPLER_2D_SHADOW;
+ case EbtSamplerCubeShadow: return SH_SAMPLER_CUBE_SHADOW;
+ case EbtSampler2DArrayShadow: return SH_SAMPLER_2D_ARRAY_SHADOW;
default: UNREACHABLE();
}
- return GL_NONE;
+ return SH_NONE;
}
void getBuiltInVariableInfo(const TType& type,
@@ -217,7 +216,7 @@
} // namespace anonymous
TVariableInfo::TVariableInfo()
- : type(GL_NONE),
+ : type(SH_NONE),
size(0),
isArray(false),
precision(EbpUndefined),
@@ -225,7 +224,7 @@
{
}
-TVariableInfo::TVariableInfo(sh::GLenum type, int size)
+TVariableInfo::TVariableInfo(ShDataType type, int size)
: type(type),
size(size),
isArray(false),
@@ -273,7 +272,7 @@
TVariableInfo info;
info.name = "gl_FragCoord";
info.mappedName = "gl_FragCoord";
- info.type = GL_FLOAT_VEC4;
+ info.type = SH_FLOAT_VEC4;
info.size = 1;
info.precision = EbpMedium; // Use mediump as it doesn't really matter.
info.staticUse = true;
@@ -286,7 +285,7 @@
TVariableInfo info;
info.name = "gl_FrontFacing";
info.mappedName = "gl_FrontFacing";
- info.type = GL_BOOL;
+ info.type = SH_BOOL;
info.size = 1;
info.precision = EbpUndefined;
info.staticUse = true;
@@ -299,7 +298,7 @@
TVariableInfo info;
info.name = "gl_PointCoord";
info.mappedName = "gl_PointCoord";
- info.type = GL_FLOAT_VEC2;
+ info.type = SH_FLOAT_VEC2;
info.size = 1;
info.precision = EbpMedium; // Use mediump as it doesn't really matter.
info.staticUse = true;
diff --git a/src/compiler/translator/VariableInfo.h b/src/compiler/translator/VariableInfo.h
index 9bd4d53..fc9e153 100644
--- a/src/compiler/translator/VariableInfo.h
+++ b/src/compiler/translator/VariableInfo.h
@@ -12,12 +12,12 @@
// Provides information about a variable.
// It is currently being used to store info about active attribs and uniforms.
struct TVariableInfo {
- TVariableInfo(sh::GLenum type, int size);
+ TVariableInfo(ShDataType type, int size);
TVariableInfo();
TPersistString name;
TPersistString mappedName;
- sh::GLenum type;
+ ShDataType type;
int size;
bool isArray;
TPrecision precision;
diff --git a/src/compiler/translator/VariablePacker.cpp b/src/compiler/translator/VariablePacker.cpp
index 6cc7198..da4436e 100644
--- a/src/compiler/translator/VariablePacker.cpp
+++ b/src/compiler/translator/VariablePacker.cpp
@@ -4,45 +4,44 @@
// found in the LICENSE file.
//
#include "compiler/translator/VariablePacker.h"
-#include "angle_gl.h"
#include <algorithm>
namespace {
-int GetSortOrder(sh::GLenum type)
+int GetSortOrder(ShDataType type)
{
switch (type) {
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT2x4:
- case GL_FLOAT_MAT3x4:
- case GL_FLOAT_MAT4x2:
- case GL_FLOAT_MAT4x3:
+ case SH_FLOAT_MAT4:
+ case SH_FLOAT_MAT2x4:
+ case SH_FLOAT_MAT3x4:
+ case SH_FLOAT_MAT4x2:
+ case SH_FLOAT_MAT4x3:
return 0;
- case GL_FLOAT_MAT2:
+ case SH_FLOAT_MAT2:
return 1;
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_BOOL_VEC4:
+ case SH_FLOAT_VEC4:
+ case SH_INT_VEC4:
+ case SH_BOOL_VEC4:
return 2;
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT3x2:
+ case SH_FLOAT_MAT3:
+ case SH_FLOAT_MAT2x3:
+ case SH_FLOAT_MAT3x2:
return 3;
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_BOOL_VEC3:
+ case SH_FLOAT_VEC3:
+ case SH_INT_VEC3:
+ case SH_BOOL_VEC3:
return 4;
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_BOOL_VEC2:
+ case SH_FLOAT_VEC2:
+ case SH_INT_VEC2:
+ case SH_BOOL_VEC2:
return 5;
- case GL_FLOAT:
- case GL_INT:
- case GL_BOOL:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_EXTERNAL_OES:
- case GL_SAMPLER_2D_RECT_ARB:
+ case SH_FLOAT:
+ case SH_INT:
+ case SH_BOOL:
+ case SH_SAMPLER_2D:
+ case SH_SAMPLER_CUBE:
+ case SH_SAMPLER_EXTERNAL_OES:
+ case SH_SAMPLER_2D_RECT_ARB:
return 6;
default:
ASSERT(false);
@@ -51,37 +50,37 @@
}
} // namespace
-int VariablePacker::GetNumComponentsPerRow(sh::GLenum type)
+int VariablePacker::GetNumComponentsPerRow(ShDataType type)
{
switch (type) {
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT2x4:
- case GL_FLOAT_MAT3x4:
- case GL_FLOAT_MAT4x2:
- case GL_FLOAT_MAT4x3:
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_BOOL_VEC4:
+ case SH_FLOAT_MAT4:
+ case SH_FLOAT_MAT2:
+ case SH_FLOAT_MAT2x4:
+ case SH_FLOAT_MAT3x4:
+ case SH_FLOAT_MAT4x2:
+ case SH_FLOAT_MAT4x3:
+ case SH_FLOAT_VEC4:
+ case SH_INT_VEC4:
+ case SH_BOOL_VEC4:
return 4;
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT3x2:
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_BOOL_VEC3:
+ case SH_FLOAT_MAT3:
+ case SH_FLOAT_MAT2x3:
+ case SH_FLOAT_MAT3x2:
+ case SH_FLOAT_VEC3:
+ case SH_INT_VEC3:
+ case SH_BOOL_VEC3:
return 3;
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_BOOL_VEC2:
+ case SH_FLOAT_VEC2:
+ case SH_INT_VEC2:
+ case SH_BOOL_VEC2:
return 2;
- case GL_FLOAT:
- case GL_INT:
- case GL_BOOL:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_EXTERNAL_OES:
- case GL_SAMPLER_2D_RECT_ARB:
+ case SH_FLOAT:
+ case SH_INT:
+ case SH_BOOL:
+ case SH_SAMPLER_2D:
+ case SH_SAMPLER_CUBE:
+ case SH_SAMPLER_EXTERNAL_OES:
+ case SH_SAMPLER_2D_RECT_ARB:
return 1;
default:
ASSERT(false);
@@ -89,37 +88,37 @@
}
}
-int VariablePacker::GetNumRows(sh::GLenum type)
+int VariablePacker::GetNumRows(ShDataType type)
{
switch (type) {
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT2x4:
- case GL_FLOAT_MAT3x4:
- case GL_FLOAT_MAT4x3:
- case GL_FLOAT_MAT4x2:
+ case SH_FLOAT_MAT4:
+ case SH_FLOAT_MAT2x4:
+ case SH_FLOAT_MAT3x4:
+ case SH_FLOAT_MAT4x3:
+ case SH_FLOAT_MAT4x2:
return 4;
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT3x2:
+ case SH_FLOAT_MAT3:
+ case SH_FLOAT_MAT2x3:
+ case SH_FLOAT_MAT3x2:
return 3;
- case GL_FLOAT_MAT2:
+ case SH_FLOAT_MAT2:
return 2;
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_BOOL_VEC4:
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_BOOL_VEC3:
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_BOOL_VEC2:
- case GL_FLOAT:
- case GL_INT:
- case GL_BOOL:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_EXTERNAL_OES:
- case GL_SAMPLER_2D_RECT_ARB:
+ case SH_FLOAT_VEC4:
+ case SH_INT_VEC4:
+ case SH_BOOL_VEC4:
+ case SH_FLOAT_VEC3:
+ case SH_INT_VEC3:
+ case SH_BOOL_VEC3:
+ case SH_FLOAT_VEC2:
+ case SH_INT_VEC2:
+ case SH_BOOL_VEC2:
+ case SH_FLOAT:
+ case SH_INT:
+ case SH_BOOL:
+ case SH_SAMPLER_2D:
+ case SH_SAMPLER_CUBE:
+ case SH_SAMPLER_EXTERNAL_OES:
+ case SH_SAMPLER_2D_RECT_ARB:
return 1;
default:
ASSERT(false);
diff --git a/src/compiler/translator/VariablePacker.h b/src/compiler/translator/VariablePacker.h
index d66b0fc..2a92321 100644
--- a/src/compiler/translator/VariablePacker.h
+++ b/src/compiler/translator/VariablePacker.h
@@ -19,10 +19,10 @@
const TVariableInfoList& in_variables);
// Gets how many components in a row a data type takes.
- static int GetNumComponentsPerRow(sh::GLenum type);
+ static int GetNumComponentsPerRow(ShDataType type);
// Gets how many rows a data type takes.
- static int GetNumRows(sh::GLenum type);
+ static int GetNumRows(ShDataType type);
private:
static const int kNumColumns = 4;
diff --git a/src/compiler/translator/VersionGLSL.cpp b/src/compiler/translator/VersionGLSL.cpp
index c03a543..3027a77 100644
--- a/src/compiler/translator/VersionGLSL.cpp
+++ b/src/compiler/translator/VersionGLSL.cpp
@@ -35,7 +35,7 @@
// - invariant gl_Position;
// - varying vec3 color; invariant color;
//
-TVersionGLSL::TVersionGLSL(sh::GLenum type)
+TVersionGLSL::TVersionGLSL(ShShaderType type)
: mVersion(GLSL_VERSION_110)
{
}
diff --git a/src/compiler/translator/VersionGLSL.h b/src/compiler/translator/VersionGLSL.h
index 442e46d..d2fa21b 100644
--- a/src/compiler/translator/VersionGLSL.h
+++ b/src/compiler/translator/VersionGLSL.h
@@ -26,7 +26,7 @@
// TODO: ES3 equivalent versions of GLSL
class TVersionGLSL : public TIntermTraverser {
public:
- TVersionGLSL(sh::GLenum type);
+ TVersionGLSL(ShShaderType type);
// Returns 120 if the following is used the shader:
// - "invariant",
diff --git a/src/compiler/translator/glslang.y b/src/compiler/translator/glslang.y
index 7cc1455..1680f79 100644
--- a/src/compiler/translator/glslang.y
+++ b/src/compiler/translator/glslang.y
@@ -37,7 +37,6 @@
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/ParseContext.h"
#include "GLSLANG/ShaderLang.h"
-#include "angle_gl.h"
#define YYENABLE_NLS 0
@@ -107,14 +106,14 @@
} while (0)
#define VERTEX_ONLY(S, L) { \
- if (context->shaderType != GL_VERTEX_SHADER) { \
+ if (context->shaderType != SH_VERTEX_SHADER) { \
context->error(L, " supported in vertex shaders only ", S); \
context->recover(); \
} \
}
#define FRAG_ONLY(S, L) { \
- if (context->shaderType != GL_FRAGMENT_SHADER) { \
+ if (context->shaderType != SH_FRAGMENT_SHADER) { \
context->error(L, " supported in fragment shaders only ", S); \
context->recover(); \
} \
@@ -821,7 +820,7 @@
$$ = $1.intermAggregate;
}
| PRECISION precision_qualifier type_specifier_no_prec SEMICOLON {
- if (($2 == EbpHigh) && (context->shaderType == GL_FRAGMENT_SHADER) && !context->fragmentPrecisionHigh) {
+ if (($2 == EbpHigh) && (context->shaderType == SH_FRAGMENT_SHADER) && !context->fragmentPrecisionHigh) {
context->error(@1, "precision is not supported in fragment shader", "highp");
context->recover();
}
@@ -1163,7 +1162,7 @@
ES2_ONLY("varying", @1);
if (context->globalErrorCheck(@1, context->symbolTable.atGlobalLevel(), "varying"))
context->recover();
- if (context->shaderType == GL_VERTEX_SHADER)
+ if (context->shaderType == SH_VERTEX_SHADER)
$$.setBasic(EbtVoid, EvqVaryingOut, @1);
else
$$.setBasic(EbtVoid, EvqVaryingIn, @1);
@@ -1172,7 +1171,7 @@
ES2_ONLY("varying", @1);
if (context->globalErrorCheck(@1, context->symbolTable.atGlobalLevel(), "invariant varying"))
context->recover();
- if (context->shaderType == GL_VERTEX_SHADER)
+ if (context->shaderType == SH_VERTEX_SHADER)
$$.setBasic(EbtVoid, EvqInvariantVaryingOut, @1);
else
$$.setBasic(EbtVoid, EvqInvariantVaryingIn, @1);
@@ -1211,29 +1210,29 @@
}
| IN_QUAL {
ES3_ONLY("in", @1, "storage qualifier");
- $$.qualifier = (context->shaderType == GL_FRAGMENT_SHADER) ? EvqFragmentIn : EvqVertexIn;
+ $$.qualifier = (context->shaderType == SH_FRAGMENT_SHADER) ? EvqFragmentIn : EvqVertexIn;
}
| OUT_QUAL {
ES3_ONLY("out", @1, "storage qualifier");
- $$.qualifier = (context->shaderType == GL_FRAGMENT_SHADER) ? EvqFragmentOut : EvqVertexOut;
+ $$.qualifier = (context->shaderType == SH_FRAGMENT_SHADER) ? EvqFragmentOut : EvqVertexOut;
}
| CENTROID IN_QUAL {
ES3_ONLY("centroid in", @1, "storage qualifier");
- if (context->shaderType == GL_VERTEX_SHADER)
+ if (context->shaderType == SH_VERTEX_SHADER)
{
context->error(@1, "invalid storage qualifier", "it is an error to use 'centroid in' in the vertex shader");
context->recover();
}
- $$.qualifier = (context->shaderType == GL_FRAGMENT_SHADER) ? EvqCentroidIn : EvqVertexIn;
+ $$.qualifier = (context->shaderType == SH_FRAGMENT_SHADER) ? EvqCentroidIn : EvqVertexIn;
}
| CENTROID OUT_QUAL {
ES3_ONLY("centroid out", @1, "storage qualifier");
- if (context->shaderType == GL_FRAGMENT_SHADER)
+ if (context->shaderType == SH_FRAGMENT_SHADER)
{
context->error(@1, "invalid storage qualifier", "it is an error to use 'centroid out' in the fragment shader");
context->recover();
}
- $$.qualifier = (context->shaderType == GL_FRAGMENT_SHADER) ? EvqFragmentOut : EvqCentroidOut;
+ $$.qualifier = (context->shaderType == SH_FRAGMENT_SHADER) ? EvqFragmentOut : EvqCentroidOut;
}
| UNIFORM {
if (context->globalErrorCheck(@1, context->symbolTable.atGlobalLevel(), "uniform"))
diff --git a/src/compiler/translator/glslang_tab.cpp b/src/compiler/translator/glslang_tab.cpp
index 21c715d..fc0169e 100644
--- a/src/compiler/translator/glslang_tab.cpp
+++ b/src/compiler/translator/glslang_tab.cpp
@@ -87,7 +87,6 @@
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/ParseContext.h"
#include "GLSLANG/ShaderLang.h"
-#include "angle_gl.h"
#define YYENABLE_NLS 0
@@ -363,14 +362,14 @@
} while (0)
#define VERTEX_ONLY(S, L) { \
- if (context->shaderType != GL_VERTEX_SHADER) { \
+ if (context->shaderType != SH_VERTEX_SHADER) { \
context->error(L, " supported in vertex shaders only ", S); \
context->recover(); \
} \
}
#define FRAG_ONLY(S, L) { \
- if (context->shaderType != GL_FRAGMENT_SHADER) { \
+ if (context->shaderType != SH_FRAGMENT_SHADER) { \
context->error(L, " supported in fragment shaders only ", S); \
context->recover(); \
} \
@@ -3353,7 +3352,7 @@
case 76:
{
- if (((yyvsp[(2) - (4)].interm.precision) == EbpHigh) && (context->shaderType == GL_FRAGMENT_SHADER) && !context->fragmentPrecisionHigh) {
+ if (((yyvsp[(2) - (4)].interm.precision) == EbpHigh) && (context->shaderType == SH_FRAGMENT_SHADER) && !context->fragmentPrecisionHigh) {
context->error((yylsp[(1) - (4)]), "precision is not supported in fragment shader", "highp");
context->recover();
}
@@ -3796,7 +3795,7 @@
ES2_ONLY("varying", (yylsp[(1) - (1)]));
if (context->globalErrorCheck((yylsp[(1) - (1)]), context->symbolTable.atGlobalLevel(), "varying"))
context->recover();
- if (context->shaderType == GL_VERTEX_SHADER)
+ if (context->shaderType == SH_VERTEX_SHADER)
(yyval.interm.type).setBasic(EbtVoid, EvqVaryingOut, (yylsp[(1) - (1)]));
else
(yyval.interm.type).setBasic(EbtVoid, EvqVaryingIn, (yylsp[(1) - (1)]));
@@ -3809,7 +3808,7 @@
ES2_ONLY("varying", (yylsp[(1) - (2)]));
if (context->globalErrorCheck((yylsp[(1) - (2)]), context->symbolTable.atGlobalLevel(), "invariant varying"))
context->recover();
- if (context->shaderType == GL_VERTEX_SHADER)
+ if (context->shaderType == SH_VERTEX_SHADER)
(yyval.interm.type).setBasic(EbtVoid, EvqInvariantVaryingOut, (yylsp[(1) - (2)]));
else
(yyval.interm.type).setBasic(EbtVoid, EvqInvariantVaryingIn, (yylsp[(1) - (2)]));
@@ -3873,7 +3872,7 @@
{
ES3_ONLY("in", (yylsp[(1) - (1)]), "storage qualifier");
- (yyval.interm.type).qualifier = (context->shaderType == GL_FRAGMENT_SHADER) ? EvqFragmentIn : EvqVertexIn;
+ (yyval.interm.type).qualifier = (context->shaderType == SH_FRAGMENT_SHADER) ? EvqFragmentIn : EvqVertexIn;
}
break;
@@ -3881,7 +3880,7 @@
{
ES3_ONLY("out", (yylsp[(1) - (1)]), "storage qualifier");
- (yyval.interm.type).qualifier = (context->shaderType == GL_FRAGMENT_SHADER) ? EvqFragmentOut : EvqVertexOut;
+ (yyval.interm.type).qualifier = (context->shaderType == SH_FRAGMENT_SHADER) ? EvqFragmentOut : EvqVertexOut;
}
break;
@@ -3889,12 +3888,12 @@
{
ES3_ONLY("centroid in", (yylsp[(1) - (2)]), "storage qualifier");
- if (context->shaderType == GL_VERTEX_SHADER)
+ if (context->shaderType == SH_VERTEX_SHADER)
{
context->error((yylsp[(1) - (2)]), "invalid storage qualifier", "it is an error to use 'centroid in' in the vertex shader");
context->recover();
}
- (yyval.interm.type).qualifier = (context->shaderType == GL_FRAGMENT_SHADER) ? EvqCentroidIn : EvqVertexIn;
+ (yyval.interm.type).qualifier = (context->shaderType == SH_FRAGMENT_SHADER) ? EvqCentroidIn : EvqVertexIn;
}
break;
@@ -3902,12 +3901,12 @@
{
ES3_ONLY("centroid out", (yylsp[(1) - (2)]), "storage qualifier");
- if (context->shaderType == GL_FRAGMENT_SHADER)
+ if (context->shaderType == SH_FRAGMENT_SHADER)
{
context->error((yylsp[(1) - (2)]), "invalid storage qualifier", "it is an error to use 'centroid out' in the fragment shader");
context->recover();
}
- (yyval.interm.type).qualifier = (context->shaderType == GL_FRAGMENT_SHADER) ? EvqFragmentOut : EvqCentroidOut;
+ (yyval.interm.type).qualifier = (context->shaderType == SH_FRAGMENT_SHADER) ? EvqFragmentOut : EvqCentroidOut;
}
break;