Commit 5597eef8 by Nicolas Capens

Rename the GLSL shader compiler namespace to glsl.

Bug 18962347 Change-Id: I28d001045cf43eed2d92cb0007330dffa620025b Reviewed-on: https://swiftshader-review.googlesource.com/1760Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent 68754bf1
...@@ -20,7 +20,7 @@ ...@@ -20,7 +20,7 @@
#include <GLES2/gl2.h> #include <GLES2/gl2.h>
#include <GLES2/gl2ext.h> #include <GLES2/gl2ext.h>
namespace sh namespace glsl
{ {
// Integer to TString conversion // Integer to TString conversion
TString str(int i) TString str(int i)
...@@ -2074,7 +2074,7 @@ namespace sh ...@@ -2074,7 +2074,7 @@ namespace sh
} }
} }
activeVaryings.push_back(sh::Varying(glVariableType(type), name, varying->getArraySize(), reg, 0)); activeVaryings.push_back(glsl::Varying(glVariableType(type), name, varying->getArraySize(), reg, 0));
} }
} }
......
...@@ -29,7 +29,7 @@ namespace es2 ...@@ -29,7 +29,7 @@ namespace es2
class Shader; class Shader;
} }
namespace sh namespace glsl
{ {
struct Uniform struct Uniform
{ {
......
...@@ -13,14 +13,14 @@ ...@@ -13,14 +13,14 @@
#include "InitializeParseContext.h" #include "InitializeParseContext.h"
TranslatorASM::TranslatorASM(sh::Shader *shaderObject, ShShaderType type, ShShaderSpec spec) : TCompiler(type, spec), shaderObject(shaderObject) TranslatorASM::TranslatorASM(glsl::Shader *shaderObject, ShShaderType type, ShShaderSpec spec) : TCompiler(type, spec), shaderObject(shaderObject)
{ {
} }
bool TranslatorASM::translate(TIntermNode* root) bool TranslatorASM::translate(TIntermNode* root)
{ {
TParseContext& parseContext = *GetGlobalParseContext(); TParseContext& parseContext = *GetGlobalParseContext();
sh::OutputASM outputASM(parseContext, shaderObject); glsl::OutputASM outputASM(parseContext, shaderObject);
outputASM.output(); outputASM.output();
......
...@@ -15,7 +15,7 @@ ...@@ -15,7 +15,7 @@
#include "ShHandle.h" #include "ShHandle.h"
#include "OutputASM.h" #include "OutputASM.h"
namespace sh namespace glsl
{ {
class Shader; class Shader;
} }
...@@ -23,13 +23,13 @@ namespace sh ...@@ -23,13 +23,13 @@ namespace sh
class TranslatorASM : public TCompiler class TranslatorASM : public TCompiler
{ {
public: public:
TranslatorASM(sh::Shader *shaderObject, ShShaderType type, ShShaderSpec spec); TranslatorASM(glsl::Shader *shaderObject, ShShaderType type, ShShaderSpec spec);
protected: protected:
virtual bool translate(TIntermNode* root); virtual bool translate(TIntermNode* root);
private: private:
sh::Shader *const shaderObject; glsl::Shader *const shaderObject;
}; };
#endif // COMPILER_TRANSLATORASM_H_ #endif // COMPILER_TRANSLATORASM_H_
...@@ -940,9 +940,9 @@ namespace es2 ...@@ -940,9 +940,9 @@ namespace es2
// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
// Returns the number of used varying registers, or -1 if unsuccesful // Returns the number of used varying registers, or -1 if unsuccesful
int Program::packVaryings(const sh::Varying *packing[][4]) int Program::packVaryings(const glsl::Varying *packing[][4])
{ {
for(sh::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++) for(glsl::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++)
{ {
int n = VariableRowCount(varying->type) * varying->size(); int n = VariableRowCount(varying->type) * varying->size();
int m = VariableColumnCount(varying->type); int m = VariableColumnCount(varying->type);
...@@ -1087,11 +1087,11 @@ namespace es2 ...@@ -1087,11 +1087,11 @@ namespace es2
bool Program::linkVaryings() bool Program::linkVaryings()
{ {
for(sh::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++) for(glsl::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++)
{ {
bool matched = false; bool matched = false;
for(sh::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++) for(glsl::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++)
{ {
if(output->name == input->name) if(output->name == input->name)
{ {
...@@ -1115,12 +1115,12 @@ namespace es2 ...@@ -1115,12 +1115,12 @@ namespace es2
} }
} }
sh::VaryingList &psVaryings = fragmentShader->varyings; glsl::VaryingList &psVaryings = fragmentShader->varyings;
sh::VaryingList &vsVaryings = vertexShader->varyings; glsl::VaryingList &vsVaryings = vertexShader->varyings;
for(sh::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++) for(glsl::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++)
{ {
for(sh::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++) for(glsl::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++)
{ {
if(output->name == input->name) if(output->name == input->name)
{ {
...@@ -1221,7 +1221,7 @@ namespace es2 ...@@ -1221,7 +1221,7 @@ namespace es2
unsigned int usedLocations = 0; unsigned int usedLocations = 0;
// Link attributes that have a binding location // Link attributes that have a binding location
for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++) for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)
{ {
int location = getAttributeBinding(attribute->name); int location = getAttributeBinding(attribute->name);
...@@ -1250,7 +1250,7 @@ namespace es2 ...@@ -1250,7 +1250,7 @@ namespace es2
} }
// Link attributes that don't have a binding location // Link attributes that don't have a binding location
for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++) for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)
{ {
int location = getAttributeBinding(attribute->name); int location = getAttributeBinding(attribute->name);
...@@ -1298,11 +1298,11 @@ namespace es2 ...@@ -1298,11 +1298,11 @@ namespace es2
bool Program::linkUniforms(Shader *shader) bool Program::linkUniforms(Shader *shader)
{ {
const sh::ActiveUniforms &activeUniforms = shader->activeUniforms; const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms;
for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++) for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++)
{ {
const sh::Uniform &uniform = activeUniforms[uniformIndex]; const glsl::Uniform &uniform = activeUniforms[uniformIndex];
if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex)) if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex))
{ {
......
...@@ -133,7 +133,7 @@ namespace es2 ...@@ -133,7 +133,7 @@ namespace es2
private: private:
void unlink(); void unlink();
int packVaryings(const sh::Varying *packing[][4]); int packVaryings(const glsl::Varying *packing[][4]);
bool linkVaryings(); bool linkVaryings();
bool linkAttributes(); bool linkAttributes();
...@@ -171,7 +171,7 @@ namespace es2 ...@@ -171,7 +171,7 @@ namespace es2
sw::VertexShader *vertexBinary; sw::VertexShader *vertexBinary;
std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS]; std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS];
sh::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS]; glsl::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS];
int attributeStream[MAX_VERTEX_ATTRIBS]; int attributeStream[MAX_VERTEX_ATTRIBS];
struct Sampler struct Sampler
......
...@@ -269,7 +269,7 @@ GLenum Shader::parseType(const std::string &type) ...@@ -269,7 +269,7 @@ GLenum Shader::parseType(const std::string &type)
} }
// true if varying x has a higher priority in packing than y // true if varying x has a higher priority in packing than y
bool Shader::compareVarying(const sh::Varying &x, const sh::Varying &y) bool Shader::compareVarying(const glsl::Varying &x, const glsl::Varying &y)
{ {
if(x.type == y.type) if(x.type == y.type)
{ {
...@@ -415,7 +415,7 @@ int VertexShader::getSemanticIndex(const std::string &attributeName) ...@@ -415,7 +415,7 @@ int VertexShader::getSemanticIndex(const std::string &attributeName)
{ {
if(!attributeName.empty()) if(!attributeName.empty())
{ {
for(sh::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++) for(glsl::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++)
{ {
if(attribute->name == attributeName) if(attribute->name == attributeName)
{ {
......
...@@ -27,7 +27,7 @@ ...@@ -27,7 +27,7 @@
#include <list> #include <list>
#include <vector> #include <vector>
namespace sh namespace glsl
{ {
class OutputASM; class OutputASM;
} }
...@@ -35,7 +35,7 @@ namespace sh ...@@ -35,7 +35,7 @@ namespace sh
namespace es2 namespace es2
{ {
class Shader : public sh::Shader class Shader : public glsl::Shader
{ {
friend class Program; friend class Program;
...@@ -71,7 +71,7 @@ protected: ...@@ -71,7 +71,7 @@ protected:
void clear(); void clear();
static GLenum parseType(const std::string &type); static GLenum parseType(const std::string &type);
static bool compareVarying(const sh::Varying &x, const sh::Varying &y); static bool compareVarying(const glsl::Varying &x, const glsl::Varying &y);
char *mSource; char *mSource;
char *mInfoLog; char *mInfoLog;
......
...@@ -940,9 +940,9 @@ namespace es2 ...@@ -940,9 +940,9 @@ namespace es2
// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
// Returns the number of used varying registers, or -1 if unsuccesful // Returns the number of used varying registers, or -1 if unsuccesful
int Program::packVaryings(const sh::Varying *packing[][4]) int Program::packVaryings(const glsl::Varying *packing[][4])
{ {
for(sh::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++) for(glsl::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++)
{ {
int n = VariableRowCount(varying->type) * varying->size(); int n = VariableRowCount(varying->type) * varying->size();
int m = VariableColumnCount(varying->type); int m = VariableColumnCount(varying->type);
...@@ -1087,11 +1087,11 @@ namespace es2 ...@@ -1087,11 +1087,11 @@ namespace es2
bool Program::linkVaryings() bool Program::linkVaryings()
{ {
for(sh::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++) for(glsl::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++)
{ {
bool matched = false; bool matched = false;
for(sh::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++) for(glsl::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++)
{ {
if(output->name == input->name) if(output->name == input->name)
{ {
...@@ -1115,12 +1115,12 @@ namespace es2 ...@@ -1115,12 +1115,12 @@ namespace es2
} }
} }
sh::VaryingList &psVaryings = fragmentShader->varyings; glsl::VaryingList &psVaryings = fragmentShader->varyings;
sh::VaryingList &vsVaryings = vertexShader->varyings; glsl::VaryingList &vsVaryings = vertexShader->varyings;
for(sh::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++) for(glsl::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++)
{ {
for(sh::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++) for(glsl::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++)
{ {
if(output->name == input->name) if(output->name == input->name)
{ {
...@@ -1221,7 +1221,7 @@ namespace es2 ...@@ -1221,7 +1221,7 @@ namespace es2
unsigned int usedLocations = 0; unsigned int usedLocations = 0;
// Link attributes that have a binding location // Link attributes that have a binding location
for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++) for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)
{ {
int location = getAttributeBinding(attribute->name); int location = getAttributeBinding(attribute->name);
...@@ -1250,7 +1250,7 @@ namespace es2 ...@@ -1250,7 +1250,7 @@ namespace es2
} }
// Link attributes that don't have a binding location // Link attributes that don't have a binding location
for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++) for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)
{ {
int location = getAttributeBinding(attribute->name); int location = getAttributeBinding(attribute->name);
...@@ -1298,11 +1298,11 @@ namespace es2 ...@@ -1298,11 +1298,11 @@ namespace es2
bool Program::linkUniforms(Shader *shader) bool Program::linkUniforms(Shader *shader)
{ {
const sh::ActiveUniforms &activeUniforms = shader->activeUniforms; const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms;
for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++) for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++)
{ {
const sh::Uniform &uniform = activeUniforms[uniformIndex]; const glsl::Uniform &uniform = activeUniforms[uniformIndex];
if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex)) if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex))
{ {
......
...@@ -133,7 +133,7 @@ namespace es2 ...@@ -133,7 +133,7 @@ namespace es2
private: private:
void unlink(); void unlink();
int packVaryings(const sh::Varying *packing[][4]); int packVaryings(const glsl::Varying *packing[][4]);
bool linkVaryings(); bool linkVaryings();
bool linkAttributes(); bool linkAttributes();
...@@ -171,7 +171,7 @@ namespace es2 ...@@ -171,7 +171,7 @@ namespace es2
sw::VertexShader *vertexBinary; sw::VertexShader *vertexBinary;
std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS]; std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS];
sh::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS]; glsl::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS];
int attributeStream[MAX_VERTEX_ATTRIBS]; int attributeStream[MAX_VERTEX_ATTRIBS];
struct Sampler struct Sampler
......
...@@ -269,7 +269,7 @@ GLenum Shader::parseType(const std::string &type) ...@@ -269,7 +269,7 @@ GLenum Shader::parseType(const std::string &type)
} }
// true if varying x has a higher priority in packing than y // true if varying x has a higher priority in packing than y
bool Shader::compareVarying(const sh::Varying &x, const sh::Varying &y) bool Shader::compareVarying(const glsl::Varying &x, const glsl::Varying &y)
{ {
if(x.type == y.type) if(x.type == y.type)
{ {
...@@ -415,7 +415,7 @@ int VertexShader::getSemanticIndex(const std::string &attributeName) ...@@ -415,7 +415,7 @@ int VertexShader::getSemanticIndex(const std::string &attributeName)
{ {
if(!attributeName.empty()) if(!attributeName.empty())
{ {
for(sh::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++) for(glsl::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++)
{ {
if(attribute->name == attributeName) if(attribute->name == attributeName)
{ {
......
...@@ -27,7 +27,7 @@ ...@@ -27,7 +27,7 @@
#include <list> #include <list>
#include <vector> #include <vector>
namespace sh namespace glsl
{ {
class OutputASM; class OutputASM;
} }
...@@ -35,7 +35,7 @@ namespace sh ...@@ -35,7 +35,7 @@ namespace sh
namespace es2 namespace es2
{ {
class Shader : public sh::Shader class Shader : public glsl::Shader
{ {
friend class Program; friend class Program;
...@@ -71,7 +71,7 @@ protected: ...@@ -71,7 +71,7 @@ protected:
void clear(); void clear();
static GLenum parseType(const std::string &type); static GLenum parseType(const std::string &type);
static bool compareVarying(const sh::Varying &x, const sh::Varying &y); static bool compareVarying(const glsl::Varying &x, const glsl::Varying &y);
char *mSource; char *mSource;
char *mInfoLog; char *mInfoLog;
......
...@@ -940,9 +940,9 @@ namespace es2 ...@@ -940,9 +940,9 @@ namespace es2
// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
// Returns the number of used varying registers, or -1 if unsuccesful // Returns the number of used varying registers, or -1 if unsuccesful
int Program::packVaryings(const sh::Varying *packing[][4]) int Program::packVaryings(const glsl::Varying *packing[][4])
{ {
for(sh::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++) for(glsl::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++)
{ {
int n = VariableRowCount(varying->type) * varying->size(); int n = VariableRowCount(varying->type) * varying->size();
int m = VariableColumnCount(varying->type); int m = VariableColumnCount(varying->type);
...@@ -1087,11 +1087,11 @@ namespace es2 ...@@ -1087,11 +1087,11 @@ namespace es2
bool Program::linkVaryings() bool Program::linkVaryings()
{ {
for(sh::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++) for(glsl::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++)
{ {
bool matched = false; bool matched = false;
for(sh::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++) for(glsl::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++)
{ {
if(output->name == input->name) if(output->name == input->name)
{ {
...@@ -1115,12 +1115,12 @@ namespace es2 ...@@ -1115,12 +1115,12 @@ namespace es2
} }
} }
sh::VaryingList &psVaryings = fragmentShader->varyings; glsl::VaryingList &psVaryings = fragmentShader->varyings;
sh::VaryingList &vsVaryings = vertexShader->varyings; glsl::VaryingList &vsVaryings = vertexShader->varyings;
for(sh::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++) for(glsl::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++)
{ {
for(sh::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++) for(glsl::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++)
{ {
if(output->name == input->name) if(output->name == input->name)
{ {
...@@ -1221,7 +1221,7 @@ namespace es2 ...@@ -1221,7 +1221,7 @@ namespace es2
unsigned int usedLocations = 0; unsigned int usedLocations = 0;
// Link attributes that have a binding location // Link attributes that have a binding location
for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++) for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)
{ {
int location = getAttributeBinding(attribute->name); int location = getAttributeBinding(attribute->name);
...@@ -1250,7 +1250,7 @@ namespace es2 ...@@ -1250,7 +1250,7 @@ namespace es2
} }
// Link attributes that don't have a binding location // Link attributes that don't have a binding location
for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++) for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)
{ {
int location = getAttributeBinding(attribute->name); int location = getAttributeBinding(attribute->name);
...@@ -1298,11 +1298,11 @@ namespace es2 ...@@ -1298,11 +1298,11 @@ namespace es2
bool Program::linkUniforms(Shader *shader) bool Program::linkUniforms(Shader *shader)
{ {
const sh::ActiveUniforms &activeUniforms = shader->activeUniforms; const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms;
for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++) for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++)
{ {
const sh::Uniform &uniform = activeUniforms[uniformIndex]; const glsl::Uniform &uniform = activeUniforms[uniformIndex];
if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex)) if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex))
{ {
......
...@@ -142,7 +142,7 @@ namespace es2 ...@@ -142,7 +142,7 @@ namespace es2
private: private:
void unlink(); void unlink();
int packVaryings(const sh::Varying *packing[][4]); int packVaryings(const glsl::Varying *packing[][4]);
bool linkVaryings(); bool linkVaryings();
bool linkAttributes(); bool linkAttributes();
...@@ -180,7 +180,7 @@ namespace es2 ...@@ -180,7 +180,7 @@ namespace es2
sw::VertexShader *vertexBinary; sw::VertexShader *vertexBinary;
std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS]; std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS];
sh::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS]; glsl::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS];
int attributeStream[MAX_VERTEX_ATTRIBS]; int attributeStream[MAX_VERTEX_ATTRIBS];
struct Sampler struct Sampler
......
...@@ -269,7 +269,7 @@ GLenum Shader::parseType(const std::string &type) ...@@ -269,7 +269,7 @@ GLenum Shader::parseType(const std::string &type)
} }
// true if varying x has a higher priority in packing than y // true if varying x has a higher priority in packing than y
bool Shader::compareVarying(const sh::Varying &x, const sh::Varying &y) bool Shader::compareVarying(const glsl::Varying &x, const glsl::Varying &y)
{ {
if(x.type == y.type) if(x.type == y.type)
{ {
...@@ -415,7 +415,7 @@ int VertexShader::getSemanticIndex(const std::string &attributeName) ...@@ -415,7 +415,7 @@ int VertexShader::getSemanticIndex(const std::string &attributeName)
{ {
if(!attributeName.empty()) if(!attributeName.empty())
{ {
for(sh::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++) for(glsl::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++)
{ {
if(attribute->name == attributeName) if(attribute->name == attributeName)
{ {
......
...@@ -25,7 +25,7 @@ ...@@ -25,7 +25,7 @@
#include <list> #include <list>
#include <vector> #include <vector>
namespace sh namespace glsl
{ {
class OutputASM; class OutputASM;
} }
...@@ -33,7 +33,7 @@ namespace sh ...@@ -33,7 +33,7 @@ namespace sh
namespace es2 namespace es2
{ {
class Shader : public sh::Shader class Shader : public glsl::Shader
{ {
friend class Program; friend class Program;
...@@ -69,7 +69,7 @@ protected: ...@@ -69,7 +69,7 @@ protected:
void clear(); void clear();
static GLenum parseType(const std::string &type); static GLenum parseType(const std::string &type);
static bool compareVarying(const sh::Varying &x, const sh::Varying &y); static bool compareVarying(const glsl::Varying &x, const glsl::Varying &y);
char *mSource; char *mSource;
char *mInfoLog; char *mInfoLog;
......
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