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95468d17
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2017-05-04T11:14:34
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Support multiview in ESSL 1.00 shaders
Support is added according to the proposal for WEBGL_multiview. When
the multiview extension is enabled in an ESSL 1.00 shader, num_views
can be specified using a layout qualifier. To support this, enabling
the multiview extension makes "layout" a keyword rather than an
identifier in ESSL 1.00.
The type of gl_ViewID_OVR is also different in case of ESSL 1.00: it
has to be a signed integer, since unsigned integers are not supported
in ESSL 1.00.
Some existing tests for multiview shaders are extended in this patch.
The changes make sure that vertex shader "in" qualifier is still
allowed in ESSL 3.00 multiview shaders, since this patch adds code to
disallow it in ESSL 1.00 multiview shaders.
BUG=angleproject:1669
TEST=angle_unittests
Change-Id: I65dbbbebabdb24cf0bb647d40aa80cebf713c4f7
Reviewed-on: https://chromium-review.googlesource.com/506088
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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7142f6ce
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2017-05-05T17:07:26
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Prevent using gl_ViewID_OVR as an l-value
It's a shader input and as such should not be writable.
BUG=angleproject:1669
TEST=angle_unittests
Change-Id: I05cb5c63b7272dfa6e80cad57385da02504e4d8f
Reviewed-on: https://chromium-review.googlesource.com/497408
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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1d9dcc24
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2017-01-19T11:25:32
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Make AST path always include the current node being traversed
AST traversers tend to sometimes call traverse() functions manually
during PreVisit. Change TIntermTraverser so that even if this happens,
all the nodes are automatically added to the traversal path, instead
of having to add them manually in each individual AST traverser.
This also makes calling getParentNode() return the correct node during
InVisit.
This does cause the same node being added to the traversal path twice
in some cases, where nodes are repeatedly traversed, like in
OutputHLSL, but this should not have adverse side effects. The more
common case is that the traverse() function is called on the children
of the node being currently traversed.
This fixes a bug in OVR_multiview validation, which did not previously
call incrementDepth and decrementDepth when it should have.
BUG=angleproject:1725
TEST=angle_unittests, angle_end2end_tests
Change-Id: I6ae762eef760509ebe853eefa37dac28c16e7a9b
Reviewed-on: https://chromium-review.googlesource.com/430732
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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2f90a9b5
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2017-01-10T12:27:56
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Fix shader support of OVR_multiview
Fix up incorrect capitalization of gl_ViewID_OVR in a few places.
Also add extension macro test to compiler unit tests.
BUG=angleproject:1669
TEST=angle_unittests
Change-Id: Ia7fdd747ad08355cdc149db9e2e7911c2e673af5
Reviewed-on: https://chromium-review.googlesource.com/425851
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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09b04a2f
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2016-12-15T13:30:26
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Add shader translator support for OVR_multiview
The OVR_multiview and OVR_multiview2 extensions add gl_ViewID_OVR to
shaders. gl_ViewID_OVR can be translated either as is in GLSL output
or as a uniform by setting the SH_TRANSLATE_VIEWID_OVR_AS_UNIFORM
compiler flag.
If WebGL output is selected, the shaders will be validated according
to proposed rules in the WEBGL_multiview spec.
BUG=angleproject:1669
TEST=angle_unittests
Change-Id: I19ea3a6c8b4edb78be03f1a50a96bfef018870d0
Reviewed-on: https://chromium-review.googlesource.com/422848
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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