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1 syntax = "proto2"; | 1 syntax = "proto2"; |
2 option optimize_for = LITE_RUNTIME; | 2 option optimize_for = LITE_RUNTIME; |
3 | 3 |
4 message ShaderVariableProto { | 4 message ShaderVariableProto { |
5 optional uint32 type = 1; | 5 optional uint32 type = 1; |
6 optional uint32 precision = 2; | 6 optional uint32 precision = 2; |
7 optional string name = 3; | 7 optional string name = 3; |
8 optional string mapped_name = 4; | 8 optional string mapped_name = 4; |
9 optional uint32 array_size = 5; | 9 optional uint32 array_size = 5; |
10 optional bool static_use = 6; | 10 optional bool static_use = 6; |
(...skipping 14 matching lines...) Expand all Loading... | |
25 optional ShaderVariableProto basic = 1; | 25 optional ShaderVariableProto basic = 1; |
26 optional int32 interpolation = 2; | 26 optional int32 interpolation = 2; |
27 optional bool is_invariant = 3; | 27 optional bool is_invariant = 3; |
28 } | 28 } |
29 | 29 |
30 message ShaderProto { | 30 message ShaderProto { |
31 optional bytes sha = 1; | 31 optional bytes sha = 1; |
32 repeated ShaderAttributeProto attribs = 2; | 32 repeated ShaderAttributeProto attribs = 2; |
33 repeated ShaderUniformProto uniforms = 3; | 33 repeated ShaderUniformProto uniforms = 3; |
34 repeated ShaderVaryingProto varyings = 4; | 34 repeated ShaderVaryingProto varyings = 4; |
35 repeated ShaderAttributeProto output_variables = 5; | |
Zhenyao Mo
2015/08/31 21:12:30
Have you verified what are the returned values for
Kimmo Kinnunen
2015/09/24 13:16:27
Yeah, I implemented it in ANGLE for purposes of th
Zhenyao Mo
2015/09/30 00:23:47
Sounds good.
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35 } | 36 } |
36 | 37 |
37 message GpuProgramProto { | 38 message GpuProgramProto { |
38 optional bytes sha = 1; | 39 optional bytes sha = 1; |
39 optional uint32 format = 2; | 40 optional uint32 format = 2; |
40 optional bytes program = 3; | 41 optional bytes program = 3; |
41 | 42 |
42 optional ShaderProto vertex_shader = 4; | 43 optional ShaderProto vertex_shader = 4; |
43 optional ShaderProto fragment_shader = 5; | 44 optional ShaderProto fragment_shader = 5; |
44 } | 45 } |
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