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b980c563
|
2018-11-27T11:34:27
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|
Reformat all cpp and h files.
This applies git cl format --full to all ANGLE sources.
Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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7cf9cd24
|
2018-10-09T15:27:32
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|
Add flags to shader translator to emulate gl_DrawID
Adds support for translating gl_DrawID for implementation of
GL_ANGLE_multi_draw.
Currently the change only supports and allows emulation of the
draw id using a uniform variable named `gl_DrawID`. This uniform is
mapped in the translated shader to a hashed name that does not
use the gl_ namespace
Bug: chromium:890539
Change-Id: I08a246ca911e88e733ccdf22f1ed69dcae948e05
Reviewed-on: https://chromium-review.googlesource.com/c/1271957
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Kai Ninomiya <kainino@chromium.org>
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|
6f591c97
|
2018-09-21T11:20:47
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|
Clean up TCompiler members and style
Some dead code and duplicate data are cleaned up from the compiler.
Several parameters can be accessed directly from ShBuiltInResources
instead of creating a copy in TCompiler.
This also encapsulates some TCompiler member functions as private and
changes the remaining unprefixed TCompiler member variable names to
start with the m prefix.
BUG=angleproject:2068
TEST=angle_unittests
Change-Id: I6690aaf538b17e0f45460660272a21f82f1808a0
Reviewed-on: https://chromium-review.googlesource.com/c/1267503
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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|
b36a4816
|
2018-09-25T10:15:11
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|
Vulkan: Add OpenGL line segment rasterization.
Line rasterization rules are implemented using a shader patch. The
patch does a small test and discards pixels that are outside of the
OpenGL line region.
The feature is disabled on Android until we can determine the root
cause of the test failures.
Bug: angleproject:2598
Change-Id: Ic76c5e40fa3ceff7643e735e66f5a9050240c80b
Reviewed-on: https://chromium-review.googlesource.com/1120153
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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|
74c179bb
|
2018-09-24T10:53:23
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|
Vulkan: Refresh descriptor sets on driver uniform change.
In some state change scenarios the driver uniforms would be updated but
not reapplied to the current state. Fix this by setting the descriptor
sets dirty when we dirty the driver uniforms.
Includes a test using gl_DepthRange. Also fixes a bug with the upcoming
line segment rasterization emulation.
Bug: angleproject:2598
Bug: angleproject:2845
Change-Id: Ia66f3c86f9770ceb145069eec879fd8725111a76
Reviewed-on: https://chromium-review.googlesource.com/1240413
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
8e9d2340
|
2018-09-10T13:29:37
|
|
Vulkan: Fix FragCoord scaling when a viewport is applied.
We were using the pivot based on the viewport dimensions which is
only valid if the viewport is the size of the framebuffer. The more
correct pivot size is actually based on the Framebuffer height.
Also updates the driver uniforms block to be a bit simpler.
Bug: angleproject:2598
Change-Id: I1cb500cded7141d10e8db6862b6ed29758cc7fb4
Reviewed-on: https://chromium-review.googlesource.com/1214205
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
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|
fb19e084
|
2018-09-06T15:39:09
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|
Vulkan: Correct gl_FragCoord with default FBO.
The viewport flipping we use would give incorrect values. Correct
them using the same logic we do for gl_PointCoord.
Also corrects the viewport scale driver uniform. It was not being
updated after the draw framebuffer setting was adjusted.
Also corrects the naming of the replaced builtin variables so it
can't possibly conflict with a user variable.
This was affecting the OpenGL line raster emulation.
Bug: angleproject:2598
Change-Id: I843b5ac7b02160a5ec81a6f8ed2d937b0937198b
Reviewed-on: https://chromium-review.googlesource.com/1208515
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
70a4ef10
|
2018-08-30T15:55:41
|
|
Vulkan: Fix depth range scaling.
We were using a formula that didn't work for some of the clipping
tests.
Bug: angleproject:2601
Change-Id: I60d965c2701656ad590c3b250c2cc777fb432421
Reviewed-on: https://chromium-review.googlesource.com/1194919
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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1e1b731a
|
2018-08-28T13:27:23
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|
Vulkan: Clean up point coord translation.
Use - 0.5 instead of + -0.5 in FlipGLPointCoord.
Bug: angleproject:2673
Change-Id: I819dcc45f9098ea64085eb71af8920fe99b67c62
Reviewed-on: https://chromium-review.googlesource.com/1194454
Reviewed-by: Tobin Ehlis <tobine@google.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
e835609c
|
2018-07-12T12:36:47
|
|
Vulkan: Implement gl_DepthRange support using driver uniform
Bug: angleproject:2592
Change-Id: Iec3d111df4d8e5cef205c8afb177f0514ffac5c8
Reviewed-on: https://chromium-review.googlesource.com/1135448
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
9ff9c773
|
2018-07-11T13:08:18
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|
Vulkan: Add driver uniforms for point coords flipping
This new driver uniform allows us to dynamically decide if we
flip the y coordinate of the gl_PointCoord variable.
We only flip the coordinate if we render downside-up, and otherwise
we cancel the flipping since the y coordinate doesn't need
modification anymore.
This completes all end2end and deqp gles2 tests success when viewport
flipping is enabled on Windows Nvidia.
Bug: angleproject: 2673
Change-Id: I570e01ef4965933428375f6ebd8eac83ef16fbff
Reviewed-on: https://chromium-review.googlesource.com/1133584
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
c0bb36cb
|
2018-07-10T11:10:31
|
|
Vulkan: Add driver uniforms to shader.
Bug: angleproject:2717
Change-Id: I542f3b0f2de21857d7fea0267f07d2d0eec78a8c
Reviewed-on: https://chromium-review.googlesource.com/1131567
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
ac1a377d
|
2018-06-26T15:05:38
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|
Vulkan: Split tree ops into separate files.
This makes the design consistent. Added new files for
NameEmbeddedStructs and RewriteStructSamplers.
Bug: angleproject:2665
Bug: angleproject:2494
Change-Id: If7d22a6ce9a86d51d38f68787006b7a28957861e
Reviewed-on: https://chromium-review.googlesource.com/1108086
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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b779b12c
|
2018-06-20T11:46:43
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|
Add kEmptyImmutableString.
We can use this instead of ImmutableString("").
Bug: angleproject:2665
Change-Id: I8b3d5d3075838b9f2caa1627071202e48a5fdc83
Reviewed-on: https://chromium-review.googlesource.com/1108085
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
|
|
f54e93d6
|
2018-06-20T11:46:42
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|
Vulkan: Implement nested sampler structs.
Nested structs are handled similarly as to non-nested samplers in
structs. They are extracted and named according to the same
pattern.
Also enables functional.shaders.random.all_features.fragment*
The remaining work in the samplers-in-structs implementation is to
translate function arguments.
Bug: angleproject:2494
Bug: angleproject:2595
Change-Id: If8170feb71137d4036d352b2b0078518647d48a1
Reviewed-on: https://chromium-review.googlesource.com/1101569
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
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|
10887984
|
2018-06-20T11:46:41
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|
Vulkan: Sampler structs in arrays.
Samplers are extracted from arrays of struct uniforms similarly as
with non-arrays. They are named according to the variable name,
array element and sampler field name.
Nested structs to come later.
Bug: angleproject:2494
Change-Id: Ie2f5f7bd1f747e73b3c6b505b2b1043cfe1073b5
Reviewed-on: https://chromium-review.googlesource.com/1101568
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
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|
e033999e
|
2018-06-20T11:46:40
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|
Vulkan: Add struct sampler parsing.
Vulkan requires all uniforms to be declared in a block. Uniform
blocks can't have store samplers. Thus we can't use structs in
samplers with Vulkan GLSL.
To work around this limitation we extract samplers from structs
and move them into standalone types. The samplers are named
according to the variable and struct fields.
Arrays of structs and nested structs to come later.
Bug: angleproject:2494
Change-Id: I83a94ab082c6ce7ee68ec1290751ecee18820683
Reviewed-on: https://chromium-review.googlesource.com/1101567
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
4da0d315
|
2018-06-20T11:46:38
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|
Vulkan: Handle embedded struct uniforms.
Also known as nameless structs. Uniform structs without a struct name
would not be parsed correctly. This fixes the bug by adding a tree
transformation. The transformation gives an internally scoped name to
the embedded struct.
Bug: angleproject:2665
Change-Id: I43e4dad7d9ad64a40e382066bb136e4f8f719797
Reviewed-on: https://chromium-review.googlesource.com/1101566
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
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|
50cf2be0
|
2018-06-15T09:46:57
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|
Reformat some style in touched files.
This was triggered by running the code generation script.
Bug: angleproject:2665
Change-Id: Id639c78eb618182ee1859678590cf0f559b572c2
Reviewed-on: https://chromium-review.googlesource.com/1101564
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
ad2ae93e
|
2018-06-11T15:31:17
|
|
Vulkan: Clamp the point size range to have a min value of 1.0
Bug: angleproject:2658
Change-Id: I32ff9aa27b064d9977eea0b83b18c52c4e42e38d
Reviewed-on: https://chromium-review.googlesource.com/1096054
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
e18b8147
|
2018-06-07T11:53:19
|
|
Vulkan: Fix point coord management
The gl_PointCoord.y coordinate needs to be flipped
around the X axis in Vulkan to have correct results.
Bug: angleproject:2457
Change-Id: I0d87ad28366623c2be0867c610cc35678a4af43f
Reviewed-on: https://chromium-review.googlesource.com/1090824
Reviewed-by: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Luc Ferron <lucferron@chromium.org>
|
|
3ec304db
|
2018-04-18T14:14:25
|
|
Vulkan: Support struct initializers in shaders
Also adds a new test in GLSLTest to validate the initialization of
a struct on the same line as its declaration.
Bug: angleproject:2459
Change-Id: Ib37e20378f8ec76541db26392663bcba03390756
Reviewed-on: https://chromium-review.googlesource.com/1017340
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
|
|
d91c3793
|
2018-04-06T09:36:36
|
|
Vulkan: Implement support for structs in uniforms
- Also enables 174 additional dEQP tests.
Bug: angleproject:2446
Change-Id: I07cce46815d2f7a80fd48e7fd9407f7d528b397f
Reviewed-on: https://chromium-review.googlesource.com/998406
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Luc Ferron <lucferron@chromium.org>
|
|
2371acad
|
2018-03-27T16:03:03
|
|
Vulkan: Support for uniform arrays
- Enable dEQP tests for uniform arrays
- Fix the shader translator to support arrays
- Fix for finding the uniforms location
- Support get/set of uniform array values
Bug: angleproject:2416
Change-Id: I7d0e9c602840ffb915f8ea3ba5d832d03bd74985
Reviewed-on: https://chromium-review.googlesource.com/984599
Commit-Queue: Luc Ferron <lucferron@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
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|
c26214de
|
2018-03-16T10:43:11
|
|
Move AST utilities to a subdirectory
Move AST related utilities to compiler/translator/tree_util.
BUG=angleproject:2409
TEST=angle_unittests
Change-Id: I7567c2f6f2710292029263257c7ac26e2a144ac8
Reviewed-on: https://chromium-review.googlesource.com/966032
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
0e82ae9c
|
2018-03-16T16:46:52
|
|
Vulkan: Implement depth range correction.
This is done via inserting a statement at the end of the "main"
of the vertex shader which scales and offsets gl_Position.z.
Relevant sections of the Vulkan spec are 23.4. Coordinate
Transformations and OpenGL spec "2.12.1 Controlling the Viewport".
Bug: angleproject:2406
Change-Id: Ibf5403b3ad06a5114a7de3be0a406d696cbb7dea
Reviewed-on: https://chromium-review.googlesource.com/964733
Reviewed-by: Geoff Lang <geofflang@chromium.org>
|
|
fbb1c792
|
2018-01-19T16:26:59
|
|
Store symbol names as a ImmutableString
This will enable compile-time initialization of built-in symbols as
well as reducing copying strings.
Most of the code that deals with names is changed to use
ImmutableString where it makes sense to avoid conversions.
The lexer/parser now allocate const char pointers into pool memory
instead of allocating TStrings. These are then converted to
ImmutableString upon entering TParseContext.
BUG=angleproject:2267
TEST=angle_unittests, angle_end2end_tests
Change-Id: I244d6271ea1ecf7150d4f89dfa388a7745a1150c
Reviewed-on: https://chromium-review.googlesource.com/881561
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
8b5e8fdb
|
2017-12-15T14:59:15
|
|
Replace remaining usage of TName with TSymbol
TName used to contain just a subset of the information stored in
TSymbol. It makes more sense to use TSymbol directly instead of
converting it to TName.
This also improves type safety a bit by making some functions only
take in TVariable or TFunction instead of the more generic TName.
BUG=angleproject:2267
TEST=angle_unittests
Change-Id: Icb46923c25d33ebbbbc06ddc487da25957dda771
Reviewed-on: https://chromium-review.googlesource.com/829143
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
de03e003
|
2017-10-21T14:04:20
|
|
Vulkan: Add shader handling for textures.
BUG=angleproject:2167
Change-Id: I33940288331a23b940753795e5e43b8cabcb87f5
Reviewed-on: https://chromium-review.googlesource.com/732189
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|
|
89a69a03
|
2017-10-23T12:20:45
|
|
Generate performance warnings in HLSL translation
Generate performance warnings for some code that undergoes heavy
emulation when translated to HLSL:
1. Dynamic indexing of vectors and matrices.
2. Non-empty fall-through cases in switch/case.
The warnings are generated only when code is translated to HLSL.
Generating them in the parsing stage would add too much maintenance
burden.
Improves switch statement fall-through handling in cases where an
empty fall-through case follows a non-empty one so that extra
performance warnings are not generated.
BUG=angleproject:1116
Change-Id: I7c85d78fe7c4f8e6042bda72ceaaf6e37dadfe6c
Reviewed-on: https://chromium-review.googlesource.com/732986
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
|
|
76e471e9
|
2017-10-21T09:56:01
|
|
Vulkan: Implement basic uniforms.
This implementation adds one descriptor set with two bindings: one for
default vertex uniforms and the other for fragment. It adds two
corresponding uniform buffers, and the logic for updating the
descriptor sets bound to Vulkan. It doesn't handle much in the way of
synchronization and dependency management, or uniform update.
If there are only vertex or fragment uniforms the empty uniform buffer
is omitted from the descriptor set. If both are missing, there is no
descriptor set bound.
Note that as our implementation progresses we might not be able to
initialize our descriptor sets at link time, due to streaming in
uniform data.
BUG=angleproject:2167
Change-Id: I4ce4c3879ab454114df43bfac8d87ddf817fc045
Reviewed-on: https://chromium-review.googlesource.com/706340
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
6276b922
|
2017-09-25T02:35:57
|
|
Vulkan: Implement basic uniform shader parsing.
This is a first step at implementing uniforms with descriptor sets.
It does not actually bind uniforms and upload data, but it does
implement uniform shader parsing. Uniforms are gathered into a single
uniform block which is bound to set 0, with binding 0 for vertex
uniforms and binding 1 for fragment uniforms.
Also adds a ReplaceSubstring helper to string_utils.
Also removes the precision writing from OutputVulkanGLSL since this
was generating warnings with glslang.
BUG=angleproject:2167
Change-Id: I9ec8351ec1973e583100f99292b0080ee968067b
Reviewed-on: https://chromium-review.googlesource.com/699938
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
|
|
a5e693af
|
2017-07-13T16:07:26
|
|
Make unique id counter a member of TSymbolTable
This makes unique id counting thread-safe.
BUG=angleproject:624
TEST=angle_unittests
Change-Id: Ie0f2c7e574470b39750d37d2181c790bc874b275
Reviewed-on: https://chromium-review.googlesource.com/570419
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
|
|
5df2b9d2
|
2017-05-18T12:15:28
|
|
Clean up AddDefaultReturnStatements
It doesn't need to use a traverser, since all function definitions can
be found simply by iterating over the children of the root node.
BUG=angleproject:2040
TEST=angle_end2end_tests
Change-Id: I380942f90a0e73152f296b98d1fb027762d913b0
Reviewed-on: https://chromium-review.googlesource.com/508689
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
|
|
e794cd86
|
2017-01-13T17:29:51
|
|
Vulkan: Implement new GLSL translator back-end.
The Vulkan GLSL translator back-end will handle validating and
translating our WebGL/ESSL shaders into Vulkan-specific GLSL.
glslang (the Vulkan one) accepts both GLSL and GLSL ES shaders
as inputs, and both the desktop and ESSL back-ends give
incompleteness warnings when used. For now, use the desktop GL
450 as a target for Vulkan GLSL.
The Vulkan-specific changes are currently only to add locations
to every vertex input and fragment output.
BUG=angleproject:1575
Change-Id: I7c3f32f522e9d18e5f8618eb7927336bf4fbdcf2
Reviewed-on: https://chromium-review.googlesource.com/412266
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
|