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855d964b
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2017-05-17T14:05:06
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Prefix user-defined names in GLSL output
Now user-defined names are prefixed by _u in GLSL output in case name
hashing is not on. Internal names such as names of temporary variables
created in AST transformations are written out as such.
This makes handling of internal function names and internal variable
names consistent. It also removes the possibility of name conflicts
between user-defined names and internal names in case name hashing is
not on. In the same vein, it makes it safe to use GLSL reserved words
that are not reserved in ESSL as variable names in case name hashing
is not on.
This also makes the GLSL output more consistent with how names are
handled in HLSL output. Name hashing code is shared between
VariableInfo and OutputGLSLBase to ensure names are handled
consistently in both. The name that's used in the shader source for a
given interface variable is written out to ShaderVariable::mappedName.
An exception needs to be made for identifiers close to the length
limit, since adding any prefix would take them over the limit. But
they can be just written out as such, since we don't have any builtins
or ANGLE internal variables that have as long names and could create a
conflict.
BUG=angleproject:2139
BUG=angleproject:2038
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: Id6ed052c4fab2d091227dc9a3668083053b67a38
Reviewed-on: https://chromium-review.googlesource.com/507647
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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97577623
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2017-08-28T11:31:06
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Fix assertion failure in CollectVariables.cpp
The built-in gl_Layer can occur in the AST in cases in which either
GL_OVR_multiview or GL_OVR_multiview2 is enabled.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I7409b2712c715c3898c33300b7e5689e347742f0
Reviewed-on: https://chromium-review.googlesource.com/636367
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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d27f5c8d
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2017-08-23T09:38:08
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ES31: Implement GL_OES_geometry_shader built-ins in GLSL compiler
This patch intends to implement all built-in constants, variables and
functions defined in OpenGL ES 3.1 extension GL_OES_geometry_shader
in ANGLE GLSL compiler.
1. Add all built-in constants defined in GL_OES_geometry_shader.
2. Add built-in functions EmitVertex() and EndPrimitive() required
in Geometry Shader.
3. Add built-in variables gl_PrimitiveIDIn and gl_InvocationID to
Geometry Shader.
4. Add built-in variables gl_PrimitiveID and gl_Layer to both
Geometry Shader and Fragment Shader when GL_OES_geometry_shader
is enabled.
BUG=angleproject:1941
TEST=angle_unittests
Change-Id: I92821553ed0efee2ccb77fead6e065e7799819d0
Reviewed-on: https://chromium-review.googlesource.com/627670
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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96f6adfa
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2017-08-16T11:18:54
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Add support for arrays of arrays in AST processing
Data concerning arrays of arrays is added in TType.
Parsing arrays of arrays and support for arrays of arrays in
TPublicType are still left to be implemented later.
ShaderVariable interface for arrays of arrays is also left to be
implemented later.
We rely on existing test coverage to make sure that arrays of arrays
are not accidentally exposed.
BUG=angleproject:2125
TEST=angle_unittests, angle_end2end_tests, angle_deqp_gles31_tests
Change-Id: Ie17d5ac9b8d33958e9126dc0fb40bf1c81ddeec9
Reviewed-on: https://chromium-review.googlesource.com/616146
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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d8105a03
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2017-08-08T09:54:36
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ES31: Implement gl_in in Geometry Shader
This patch intends to implement geometry shader built-in interface
block instance gl_in defined in GL_OES_geometry_shader.
1. Add the definition of gl_in and its interface block gl_PerVertex
into the symbol table.
2. Support gl_Position as a member of gl_in.
3. Set the array size of gl_in when a valid input primitive type is
known.
4. Add check that it should be a compile error to index gl_in or
call length() on gl_in without a valid input primitive declaration.
This patch also adds unit tests to cover all these new features.
BUG=angleproject:1941
TEST=angle_unittests
Change-Id: I8da20c943b29c9ce904834625b396aab6302e1e1
Reviewed-on: https://chromium-review.googlesource.com/605059
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
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78ed6cd9
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2017-08-09T16:19:00
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Rename VariableInfo files to CollectVariables
Files that only have a single function should be named consistently
with the function. Unnecessary include in CallDAG.h is removed.
BUG=angleproject:2068
TEST=angle_unittests
Change-Id: I27d55a766b9eb66fcfd1e0a2341a2843bb9dc5bb
Reviewed-on: https://chromium-review.googlesource.com/608368
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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