本文整理汇总了C++中TSymbolTable::insertConstIntExt方法的典型用法代码示例。如果您正苦于以下问题:C++ TSymbolTable::insertConstIntExt方法的具体用法?C++ TSymbolTable::insertConstIntExt怎么用?C++ TSymbolTable::insertConstIntExt使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TSymbolTable
的用法示例。
在下文中一共展示了TSymbolTable::insertConstIntExt方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: InsertBuiltInFunctions
//.........这里部分代码省略.........
if (type == GL_FRAGMENT_SHADER)
{
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjOffset", gsampler2D, float3, int2, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjOffset", gsampler2D, float4, int2, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjOffset", gsampler3D, float4, int3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProjOffset", sampler2DShadow, float4, int2, float1);
}
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureLodOffset", gsampler2D, float2, float1, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureLodOffset", gsampler3D, float3, float1, int3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureLodOffset", sampler2DShadow, float3, float1, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureLodOffset", gsampler2DArray, float3, float1, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjLod", gsampler2D, float3, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjLod", gsampler2D, float4, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjLod", gsampler3D, float4, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProjLod", sampler2DShadow, float4, float1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjLodOffset", gsampler2D, float3, float1, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjLodOffset", gsampler2D, float4, float1, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjLodOffset", gsampler3D, float4, float1, int3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProjLodOffset", sampler2DShadow, float4, float1, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texelFetch", gsampler2D, int2, int1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texelFetch", gsampler3D, int3, int1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texelFetch", gsampler2DArray, int3, int1);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texelFetchOffset", gsampler2D, int2, int1, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texelFetchOffset", gsampler3D, int3, int1, int3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texelFetchOffset", gsampler2DArray, int3, int1, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureGrad", gsampler2D, float2, float2, float2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureGrad", gsampler3D, float3, float3, float3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureGrad", gsamplerCube, float3, float3, float3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureGrad", sampler2DShadow, float3, float2, float2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureGrad", samplerCubeShadow, float4, float3, float3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureGrad", gsampler2DArray, float3, float2, float2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureGrad", sampler2DArrayShadow, float4, float2, float2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureGradOffset", gsampler2D, float2, float2, float2, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureGradOffset", gsampler3D, float3, float3, float3, int3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureGradOffset", sampler2DShadow, float3, float2, float2, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureGradOffset", gsampler2DArray, float3, float2, float2, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureGradOffset", sampler2DArrayShadow, float4, float2, float2, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjGrad", gsampler2D, float3, float2, float2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjGrad", gsampler2D, float4, float2, float2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjGrad", gsampler3D, float4, float3, float3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProjGrad", sampler2DShadow, float4, float2, float2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjGradOffset", gsampler2D, float3, float2, float2, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjGradOffset", gsampler2D, float4, float2, float2, int2);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjGradOffset", gsampler3D, float4, float3, float3, int3);
symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProjGradOffset", sampler2DShadow, float4, float2, float2, int2);
//
// Depth range in window coordinates
//
TFieldList *fields = NewPoolTFieldList();
TSourceLoc zeroSourceLoc = {0, 0, 0, 0};
TField *near = new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1), NewPoolTString("near"), zeroSourceLoc);
TField *far = new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1), NewPoolTString("far"), zeroSourceLoc);
TField *diff = new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1), NewPoolTString("diff"), zeroSourceLoc);
fields->push_back(near);
fields->push_back(far);
fields->push_back(diff);
TStructure *depthRangeStruct = new TStructure(NewPoolTString("gl_DepthRangeParameters"), fields);
TVariable *depthRangeParameters = new TVariable(&depthRangeStruct->name(), depthRangeStruct, true);
symbolTable.insert(COMMON_BUILTINS, depthRangeParameters);
TVariable *depthRange = new TVariable(NewPoolTString("gl_DepthRange"), TType(depthRangeStruct));
depthRange->setQualifier(EvqUniform);
symbolTable.insert(COMMON_BUILTINS, depthRange);
//
// Implementation dependent built-in constants.
//
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxVertexAttribs", resources.MaxVertexAttribs);
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxVertexUniformVectors", resources.MaxVertexUniformVectors);
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxVertexTextureImageUnits", resources.MaxVertexTextureImageUnits);
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxCombinedTextureImageUnits", resources.MaxCombinedTextureImageUnits);
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxTextureImageUnits", resources.MaxTextureImageUnits);
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxFragmentUniformVectors", resources.MaxFragmentUniformVectors);
symbolTable.insertConstInt(ESSL1_BUILTINS, "gl_MaxVaryingVectors", resources.MaxVaryingVectors);
{
symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxDrawBuffers", resources.MaxDrawBuffers);
if (resources.EXT_blend_func_extended)
{
symbolTable.insertConstIntExt(COMMON_BUILTINS, "GL_EXT_blend_func_extended",
"gl_MaxDualSourceDrawBuffersEXT",
resources.MaxDualSourceDrawBuffers);
}
}
symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MaxVertexOutputVectors", resources.MaxVertexOutputVectors);
symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MaxFragmentInputVectors", resources.MaxFragmentInputVectors);
symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MinProgramTexelOffset", resources.MinProgramTexelOffset);
symbolTable.insertConstInt(ESSL3_BUILTINS, "gl_MaxProgramTexelOffset", resources.MaxProgramTexelOffset);
}