Hash :
5601ea0d
Author :
Date :
2011-06-10T18:23:25
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
//
// Copyright (c) 2002-2010 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/TranslatorGLSL.h"
#include "compiler/TranslatorESSL.h"
//
// This function must be provided to create the actual
// compile object used by higher level code. It returns
// a subclass of TCompiler.
//
TCompiler* ConstructCompiler(
ShShaderType type, ShShaderSpec spec, ShShaderOutput output)
{
switch (output) {
case SH_GLSL_OUTPUT:
return new TranslatorGLSL(type, spec);
case SH_ESSL_OUTPUT:
return new TranslatorESSL(type, spec);
default:
return NULL;
}
}
//
// Delete the compiler made by ConstructCompiler
//
void DeleteCompiler(TCompiler* compiler)
{
delete compiler;
}