Built-in symbol tables now lazily evaluated, and driven by per version, per profile input. Got all ES 100 and ES 300 built-in symbols correct.

This includes
 - doing prescan of shader to know version/profile before parsing it
 - putting precision qualifiers on built-in ES symbols
 - getting most built-in state correct for core/compatibility/missing profile
 - adding gl_VertexID and gl_InstanceID, among other ES 300 built-in symbols
 - adding the ES 300 gl_Max/Min constants
 - accepting shaders that contain nothing but whitespace without generating an error


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@20627 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich 2013-02-17 06:01:50 +00:00
parent fb5f7eadfa
commit bd0747d6f0
16 changed files with 843 additions and 491 deletions

View file

@ -86,6 +86,10 @@ enum TStorageQualifier {
EvqInOut,
EvqConstReadOnly,
// built-ins read by vertex shader
EvqVertexId,
EvqInstanceId,
// built-ins written by vertex shader
EvqPosition,
EvqPointSize,
@ -119,6 +123,8 @@ __inline const char* getStorageQualifierString(TStorageQualifier q)
case EvqIn: return "in"; break;
case EvqOut: return "out"; break;
case EvqInOut: return "inout"; break;
case EvqVertexId: return "gl_VertexId"; break;
case EvqInstanceId: return "gl_InstanceId"; break;
case EvqPosition: return "gl_Position"; break;
case EvqPointSize: return "gl_PointSize"; break;
case EvqClipVertex: return "gl_ClipVertex"; break;