src/compiler/glslang_tab.cpp


Log

Author Commit Date CI Message
zmo@google.com fd747b86 2011-04-23T01:30:07 Implement shader identifier name mapping. The name mapping happens when an identifier is longer than 32 characters. The name mapping is behind a flag, so it won't happen by default. Also, functions to query the mapped names are added. The purpose of this CL is for the drivers that can't handle long names. For example, linux NVIDIA driver can't handle 256 character name, whereas WebGL spec requires that. This CL also fixes the issue that some of the TIntermSymbols' ids are 0s. ANGLEBUG=144 TEST=test manually with shaders with long identifier names. Review URL: http://codereview.appspot.com/4428058 git-svn-id: https://angleproject.googlecode.com/svn/trunk@619 736b8ea6-26fd-11df-bfd4-992fa37f6226
apatrick@chromium.org 0f4cefe9 2011-01-26T19:30:57 Map D3D calls and HLSL shaders back to GLES2 calls and GLSL ES shaders in PIX. This makes debugging and profiling using PIX a lot more convenient. The top level of events are the GLES calls with their arguments. Those can be expanded to see the D3D calls that were issued for a particular GLES call. When PIX is attached, the shaders are saved out to temporary files and referenced from the translated HLSL shaders via #line directives. This enabled source level debugging of the original GLSL from PIX for pixel and vertex shaders. The HLSL is also saved to a temporary file so that intrinsic functions like texture2D can be stepped into. It also avoids creating a text file in the current working directory, which has continued to be an issue. I made the dependency on d3d9.dll static again so it can be accessed by GetModuleHandle witihin DllMain. I added an EVENT macro that issues D3DPERF_BeginEvent and D3DPERF_EndEvent around a C++ block. I replaced TRACE with EVENT for all the entry points. I removed the tracing of shader source since the source is visible in PIX. The means by which the filename of the temporary shader file is passed into the shader compiler is a little clunky. I did it that way to avoid changing the function signatures and breaking folks using the translator. I plan to make the compiler respect #pragma optimize so that optimization can be disabled for debugging purposes. For now it just disables shader optimization in debug builds of ANGLE. Review URL: http://codereview.appspot.com/3945043 git-svn-id: https://angleproject.googlecode.com/svn/trunk@541 736b8ea6-26fd-11df-bfd4-992fa37f6226
alokp@chromium.org 52813558 2010-11-16T18:36:09 Replaced TIntermLoop::testFirst with TIntermLoop::loopType to clearly indicate which type of loop it is. In some cases it is not possble to differentiate between a for-loop and while-loop. BUG=48 Review URL: http://codereview.appspot.com/3123041 git-svn-id: https://angleproject.googlecode.com/svn/trunk@482 736b8ea6-26fd-11df-bfd4-992fa37f6226
alokp@chromium.org 044a5cf8 2010-11-12T15:42:16 Refactored glslang grammar files to make: - lexer and parser reentrant - line number handling automatic Caveats: - The preprocessor is still not thread-safe and full of bugs. I have another not-yet-ready patch to replace the preprocessor. - The grammar files use options that are not supported by the old versions of flex and bison checked into compiler/tools. So I need to check-in the generated lexer-parser along with a shell script to generate them. Review URL: http://codereview.appspot.com/2992041 git-svn-id: https://angleproject.googlecode.com/svn/trunk@475 736b8ea6-26fd-11df-bfd4-992fa37f6226