Hash :
fbb1c792
Author :
Date :
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>
//
// Copyright (c) 2002-2013 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_TRANSLATOR_OUTPUTGLSL_H_
#define COMPILER_TRANSLATOR_OUTPUTGLSL_H_
#include "compiler/translator/OutputGLSLBase.h"
namespace sh
{
class TOutputGLSL : public TOutputGLSLBase
{
public:
TOutputGLSL(TInfoSinkBase &objSink,
ShArrayIndexClampingStrategy clampingStrategy,
ShHashFunction64 hashFunction,
NameMap &nameMap,
TSymbolTable *symbolTable,
sh::GLenum shaderType,
int shaderVersion,
ShShaderOutput output,
ShCompileOptions compileOptions);
protected:
bool writeVariablePrecision(TPrecision) override;
void visitSymbol(TIntermSymbol *node) override;
ImmutableString translateTextureFunction(const ImmutableString &name) override;
};
} // namespace sh
#endif // COMPILER_TRANSLATOR_OUTPUTGLSL_H_