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kc3-lang/angle/src/compiler/OutputGLSL.h

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  • 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.h
  • //
    // 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 CROSSCOMPILERGLSL_OUTPUTGLSL_H_
    #define CROSSCOMPILERGLSL_OUTPUTGLSL_H_
    
    #include "compiler/OutputGLSLBase.h"
    
    class TOutputGLSL : public TOutputGLSLBase
    {
    public:
        TOutputGLSL(TInfoSinkBase& objSink);
    
    protected:
        virtual bool writeVariablePrecision(TPrecision);
    };
    
    #endif  // CROSSCOMPILERGLSL_OUTPUTGLSL_H_