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
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@ -1,5 +1,7 @@
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//
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//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
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//Copyright (C) 2013 LunarG, Inc.
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//
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//All rights reserved.
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//
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//Redistribution and use in source and binary forms, with or without
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@ -48,5 +50,11 @@ struct TBuiltInResource {
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int maxTextureImageUnits;
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int maxFragmentUniformComponents;
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int maxDrawBuffers;
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int maxVertexUniformVectors;
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int maxVaryingVectors;
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int maxFragmentUniformVectors;
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int maxVertexOutputVectors;
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int minProgramTexelOffset;
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int maxProgramTexelOffset;
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};
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#endif // _RESOURCE_LIMITS_INCLUDED_
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