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

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