Author :
zmo@google.com
Date :
2011-06-10 18:23:25
Hash :5601ea0d Message :Implement ES2 backend for Angle translator.
With this CL, we have the option to select a code output backend: GLSL, GLSL ES, or HLSL.
Note that we always emit the highest supported float precision for fragment shader due to anglebug 168. Although this is a temporary solution, it's not against GLSL ES spec, because it's ok for implementation to upgrade precision.
Tested with WebGL conformance test suite, GLES2 conformance test suite (only failed 2/1198), and a few webgl demos, including worlds of webgl, aquarium, etc.
anglebug=81
test=translator emitting correct GLSL ES code when ES2 backend is selected.
Review URL: http://codereview.appspot.com/4550129
git-svn-id: https://angleproject.googlecode.com/svn/trunk@687 736b8ea6-26fd-11df-bfd4-992fa37f6226
src/compiler/OutputGLSL.cpp
//
// 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.
//
#include "compiler/OutputGLSL.h"
TOutputGLSL::TOutputGLSL(TInfoSinkBase& objSink)
: TOutputGLSLBase(objSink)
{
}
bool TOutputGLSL::writeVariablePrecision(TPrecision)
{
return false;
}