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