Hash :
fd747b86
Author :
Date :
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
//
// Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef COMPILER_MAP_LONG_VARIABLE_NAMES_H_
#define COMPILER_MAP_LONG_VARIABLE_NAMES_H_
#include "GLSLANG/ShaderLang.h"
#include "compiler/intermediate.h"
#include "compiler/VariableInfo.h"
// This size does not include '\0' in the end.
#define MAX_IDENTIFIER_NAME_SIZE 32
// Traverses intermediate tree to map attributes and uniforms names that are
// longer than MAX_IDENTIFIER_NAME_SIZE to MAX_IDENTIFIER_NAME_SIZE.
class MapLongVariableNames : public TIntermTraverser {
public:
MapLongVariableNames() { }
virtual void visitSymbol(TIntermSymbol*);
virtual void visitConstantUnion(TIntermConstantUnion*);
virtual bool visitBinary(Visit, TIntermBinary*);
virtual bool visitUnary(Visit, TIntermUnary*);
virtual bool visitSelection(Visit, TIntermSelection*);
virtual bool visitAggregate(Visit, TIntermAggregate*);
virtual bool visitLoop(Visit, TIntermLoop*);
virtual bool visitBranch(Visit, TIntermBranch*);
};
#endif // COMPILER_MAP_LONG_VARIABLE_NAMES_H_