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  • Hash : 18b9deb4
    Author : Olli Etuaho
    Date : 2015-11-05T12:14:50

    Support writing initializers using HLSL literal syntax
    
    Instead of using constructor functions to initialize variables, it is
    better to use literal initializer syntax provided by HLSL when it is
    possible. This way shader complexity is reduced and constant array
    initialization doesn't have to go through as many AST transformations.
    
    Before this patch, vec4 initialization would result in the following
    kind of HLSL:
    
    float4 f = float4(1.0, 2.0, 3.0, 4.0);
    
    After this patch, it will be:
    
    float4 f = {1.0, 2.0, 3.0, 4.0};
    
    Before this patch, vec2 array initialization would result in the
    following kind of HLSL:
    
    float2 f[2] = {0, 0, 0, 0};
    angle_construct_into_2_float2(f, float2(1.0, 2.0), float2(3.0, 4.0));
    
    After this patch, it will be:
    
    float2 f[2] = {1.0, 2.0, 3.0, 4.0};
    
    BUG=angleproject:1094
    BUG=541551
    TEST=WebGL conformance tests
    
    Change-Id: I9816a8d95a2cba3964922f6b561862d478da6145
    Reviewed-on: https://chromium-review.googlesource.com/311160
    Reviewed-by: Zhenyao Mo <zmo@chromium.org>
    Tested-by: Olli Etuaho <oetuaho@nvidia.com>
    

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