godot/thirdparty/glslang/glslang/MachineIndependent/Constant.cpp

//
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#include "localintermediate.h"
#include <cmath>
#include <cfloat>
#include <cstdlib>
#include <climits>

namespace {

usingnamespaceglslang;

const double pi =;

} // end anonymous namespace


namespace glslang {

//
// The fold functions see if an operation on a constant can be done in place,
// without generating run-time code.
//
// Returns the node to keep using, which may or may not be the node passed in.
//
// Note: As of version 1.2, all constant operations must be folded.  It is
// not opportunistic, but rather a semantic requirement.
//

//
// Do folding between a pair of nodes.
// 'this' is the left-hand operand and 'rightConstantNode' is the right-hand operand.
//
// Returns a new node representing the result.
//
TIntermTyped* TIntermConstantUnion::fold(TOperator op, const TIntermTyped* rightConstantNode) const
{}

//
// Do single unary node folding
//
// Returns a new node representing the result.
//
TIntermTyped* TIntermConstantUnion::fold(TOperator op, const TType& returnType) const
{}

//
// Do constant folding for an aggregate node that has all its children
// as constants and an operator that requires constant folding.
//
TIntermTyped* TIntermediate::fold(TIntermAggregate* aggrNode)
{}

bool TIntermediate::areAllChildConst(TIntermAggregate* aggrNode)
{}

TIntermTyped* TIntermediate::foldConstructor(TIntermAggregate* aggrNode)
{}

//
// Constant folding of a bracket (array-style) dereference or struct-like dot
// dereference.  Can handle anything except a multi-character swizzle, though
// all swizzles may go to foldSwizzle().
//
TIntermTyped* TIntermediate::foldDereference(TIntermTyped* node, int index, const TSourceLoc& loc)
{}

//
// Make a constant vector node or constant scalar node, representing a given
// constant vector and constant swizzle into it.
//
TIntermTyped* TIntermediate::foldSwizzle(TIntermTyped* node, TSwizzleSelectors<TVectorSelector>& selectors, const TSourceLoc& loc)
{}

} // end namespace glslang