1 // 2 // Copyright (C) 2015-2016 Google, Inc. 3 // 4 // All rights reserved. 5 // 6 // Redistribution and use in source and binary forms, with or without 7 // modification, are permitted provided that the following conditions 8 // are met: 9 // 10 // Redistributions of source code must retain the above copyright 11 // notice, this list of conditions and the following disclaimer. 12 // 13 // Redistributions in binary form must reproduce the above 14 // copyright notice, this list of conditions and the following 15 // disclaimer in the documentation and/or other materials provided 16 // with the distribution. 17 // 18 // Neither the name of Google Inc. nor the names of its 19 // contributors may be used to endorse or promote products derived 20 // from this software without specific prior written permission. 21 // 22 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 23 // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 24 // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS 25 // FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE 26 // COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, 27 // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, 28 // BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 29 // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 30 // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 31 // LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN 32 // ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 33 // POSSIBILITY OF SUCH DAMAGE. 34 35 // 36 // Visit the nodes in the glslang intermediate tree representation to 37 // propagate 'noContraction' qualifier. 38 // 39 40 #pragma once 41 42 #include "../Include/intermediate.h" 43 44 namespace glslang { 45 46 // Propagates the 'precise' qualifier for objects (objects marked with 47 // 'noContraction' qualifier) from the shader source specified 'precise' 48 // variables to all the involved objects, and add 'noContraction' qualifier for 49 // the involved arithmetic operations. 50 // Note that the same qualifier: 'noContraction' is used in both object nodes 51 // and arithmetic operation nodes, but has different meaning. For object nodes, 52 // 'noContraction' means the object is 'precise'; and for arithmetic operation 53 // nodes, it means the operation should not be contracted. 54 void PropagateNoContraction(const glslang::TIntermediate& intermediate); 55 }; 56