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propagateNoContraction.h
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//
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// Copyright (C) 2015-2016 Google, Inc.
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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//
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// Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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//
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// Neither the name of Google Inc. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// Visit the nodes in the glslang intermediate tree representation to
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// propagate 'noContraction' qualifier.
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//
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#pragma once
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#include "../Include/intermediate.h"
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namespace
glslang
{
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// Propagates the 'precise' qualifier for objects (objects marked with
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// 'noContraction' qualifier) from the shader source specified 'precise'
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// variables to all the involved objects, and add 'noContraction' qualifier for
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// the involved arithmetic operations.
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// Note that the same qualifier: 'noContraction' is used in both object nodes
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// and arithmetic operation nodes, but has different meaning. For object nodes,
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// 'noContraction' means the object is 'precise'; and for arithmetic operation
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// nodes, it means the operation should not be contracted.
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void
PropagateNoContraction
(
const
glslang::TIntermediate
& intermediate);
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};
glslang::TIntermediate
Definition:
localintermediate.h:210
glslang::PropagateNoContraction
void PropagateNoContraction(const glslang::TIntermediate &intermediate)
Definition:
propagateNoContraction.cpp:784
glslang
Definition:
arrays.h:46
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