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  • Hash : df7d7c9e
    Author : Jiawei-Shao
    Date : 2017-07-31T09:34:04

    Split varyings into input and output varyings in compiler
    
    This patch intends to split all vector<Varying> into two vectors
    to store input and output varyings separately in the compiler.
    
    This patch is a base of implementing the built-ins, inputs and
    outputs of a geometry shader to ANGLE GLSL compiler. Unlike the
    vertex shaders (their outputs are varyings) and fragment shaders
    (their inputs are varyings), the inputs and outputs of geometry
    shaders are all varyings, so we need two vector<Varying> to store
    them correctly.
    
    BUG=angleproject:1941
    
    Change-Id: I9e8cc16045d5e29e9a80a09dc31b33a7ae39b345
    Reviewed-on: https://chromium-review.googlesource.com/593347
    Commit-Queue: Geoff Lang <geofflang@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    

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