Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 216aa5ed | 2011-06-17 22:31:32 | Map long for-loop control variable names in shaders. Look at TIntermLoop::traverse() in IntermTraverse.cpp, the control init part is not handled explicitly there (unlike the other two parts). It is expected hat visitLoop will cover the init part. The bug in the MapLongVariableNames is that the visitLoop doesn't do anything. This CL fixes it. BUG=171 TEST=conformance/glsl-long-variable-names.html passing. Review URL: http://codereview.appspot.com/4644045 git-svn-id: https://angleproject.googlecode.com/svn/trunk@696 736b8ea6-26fd-11df-bfd4-992fa37f6226 | ||
| 24c08c4e | 2011-05-27 17:40:48 | Fix the bug that long varying varibales are mapped into different names in fragment/vertex shaders. ANGLEBUG=144 TEST=the same long varying variable name in fragment/vertex shaders map to the same shortened name if using the same translator. Review URL: http://codereview.appspot.com/4547063 git-svn-id: https://angleproject.googlecode.com/svn/trunk@660 736b8ea6-26fd-11df-bfd4-992fa37f6226 | ||
| fd747b86 | 2011-04-23 01:30:07 | 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 |