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C++ TVariable::setQualifier方法代码示例

本文整理汇总了C++中TVariable::setQualifier方法的典型用法代码示例。如果您正苦于以下问题:C++ TVariable::setQualifier方法的具体用法?C++ TVariable::setQualifier怎么用?C++ TVariable::setQualifier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TVariable的用法示例。


在下文中一共展示了TVariable::setQualifier方法的3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.........
    symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjOffset", gsampler2D, float3, int2);
    symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjOffset", gsampler2D, float4, int2);
    symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProjOffset", gsampler3D, float4, int3);
    symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProjOffset", sampler2DShadow, float4, int2);

    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);
        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);

    if (spec != SH_CSS_SHADERS_SPEC)
    {
        symbolTable.insertConstInt(COMMON_BUILTINS, "gl_MaxDrawBuffers", resources.MaxDrawBuffers);
    }

    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);
}
开发者ID:CodeSpeaker,项目名称:gecko-dev,代码行数:101,代码来源:Initialize.cpp

示例2: 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);
}
开发者ID:Happy-Ferret,项目名称:freshplayerplugin,代码行数:101,代码来源:Initialize.cpp

示例3: InsertBuiltInFunctions


//.........这里部分代码省略.........
    symbolTable.insertBuiltIn(bool2, "not", bool2);
    symbolTable.insertBuiltIn(bool3, "not", bool3);
    symbolTable.insertBuiltIn(bool4, "not", bool4);

    TType *sampler2D = new TType(EbtSampler2D, EbpUndefined, EvqGlobal, 1);
    TType *samplerCube = new TType(EbtSamplerCube, EbpUndefined, EvqGlobal, 1);

    //
    // Texture Functions for GLSL ES 1.0
    //
    symbolTable.insertBuiltIn(float4, "texture2D", sampler2D, float2);
    symbolTable.insertBuiltIn(float4, "texture2DProj", sampler2D, float3);
    symbolTable.insertBuiltIn(float4, "texture2DProj", sampler2D, float4);
    symbolTable.insertBuiltIn(float4, "textureCube", samplerCube, float3);

    if (resources.OES_EGL_image_external)
    {
        TType *samplerExternalOES = new TType(EbtSamplerExternalOES, EbpUndefined, EvqGlobal, 1);

        symbolTable.insertBuiltIn(float4, "texture2D", samplerExternalOES, float2);
        symbolTable.insertBuiltIn(float4, "texture2DProj", samplerExternalOES, float3);
        symbolTable.insertBuiltIn(float4, "texture2DProj", samplerExternalOES, float4);
    }

    if (resources.ARB_texture_rectangle)
    {
        TType *sampler2DRect = new TType(EbtSampler2DRect, EbpUndefined, EvqGlobal, 1);

        symbolTable.insertBuiltIn(float4, "texture2DRect", sampler2DRect, float2);
        symbolTable.insertBuiltIn(float4, "texture2DRectProj", sampler2DRect, float3);
        symbolTable.insertBuiltIn(float4, "texture2DRectProj", sampler2DRect, float4);
    }

    if (type == SH_FRAGMENT_SHADER)
    {
        symbolTable.insertBuiltIn(float4, "texture2D", sampler2D, float2, float1);
        symbolTable.insertBuiltIn(float4, "texture2DProj", sampler2D, float3, float1);
        symbolTable.insertBuiltIn(float4, "texture2DProj", sampler2D, float4, float1);
        symbolTable.insertBuiltIn(float4, "textureCube", samplerCube, float3, float1);

        if (resources.OES_standard_derivatives)
        {
            symbolTable.insertBuiltIn(float1, "dFdx", float1);
            symbolTable.insertBuiltIn(float2, "dFdx", float2);
            symbolTable.insertBuiltIn(float3, "dFdx", float3);
            symbolTable.insertBuiltIn(float4, "dFdx", float4);
            
            symbolTable.insertBuiltIn(float1, "dFdy", float1);
            symbolTable.insertBuiltIn(float2, "dFdy", float2);
            symbolTable.insertBuiltIn(float3, "dFdy", float3);
            symbolTable.insertBuiltIn(float4, "dFdy", float4);

            symbolTable.insertBuiltIn(float1, "fwidth", float1);
            symbolTable.insertBuiltIn(float2, "fwidth", float2);
            symbolTable.insertBuiltIn(float3, "fwidth", float3);
            symbolTable.insertBuiltIn(float4, "fwidth", float4);
        }
    }

    if(type == SH_VERTEX_SHADER)
    {
        symbolTable.insertBuiltIn(float4, "texture2DLod", sampler2D, float2, float1);
        symbolTable.insertBuiltIn(float4, "texture2DProjLod", sampler2D, float3, float1);
        symbolTable.insertBuiltIn(float4, "texture2DProjLod", sampler2D, float4, float1);
        symbolTable.insertBuiltIn(float4, "textureCubeLod", samplerCube, float3, float1);
    }

    //
    // Depth range in window coordinates
    //
    TFieldList *fields = NewPoolTFieldList();
    TField *near = new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1), NewPoolTString("near"));
    TField *far = new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1), NewPoolTString("far"));
    TField *diff = new TField(new TType(EbtFloat, EbpHigh, EvqGlobal, 1), NewPoolTString("diff"));
    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(*depthRangeParameters);
    TVariable *depthRange = new TVariable(NewPoolTString("gl_DepthRange"), TType(depthRangeStruct));
    depthRange->setQualifier(EvqUniform);
    symbolTable.insert(*depthRange);

    //
    // Implementation dependent built-in constants.
    //
    symbolTable.insertConstInt("gl_MaxVertexAttribs", resources.MaxVertexAttribs);
    symbolTable.insertConstInt("gl_MaxVertexUniformVectors", resources.MaxVertexUniformVectors);
    symbolTable.insertConstInt("gl_MaxVaryingVectors", resources.MaxVaryingVectors);
    symbolTable.insertConstInt("gl_MaxVertexTextureImageUnits", resources.MaxVertexTextureImageUnits);
    symbolTable.insertConstInt("gl_MaxCombinedTextureImageUnits", resources.MaxCombinedTextureImageUnits);
    symbolTable.insertConstInt("gl_MaxTextureImageUnits", resources.MaxTextureImageUnits);
    symbolTable.insertConstInt("gl_MaxFragmentUniformVectors", resources.MaxFragmentUniformVectors);

    if (spec != SH_CSS_SHADERS_SPEC)
    {
        symbolTable.insertConstInt("gl_MaxDrawBuffers", resources.MaxDrawBuffers);
    }
}
开发者ID:13609594236,项目名称:CrossApp,代码行数:101,代码来源:Initialize.cpp


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