glslang-zig/glslang/Include
John Kessenich c027579631 Put in infrastructure for tessellation, geometry, and compute stages, and partially flesh out with built-in functions.
Added the built-in functions EmitVertex(), EndPrimitive(), barrier(), memoryBarrier(), memoryBarrierAtomicCounter(), memoryBarrierBuffer(), memoryBarrierImage(), memoryBarrierShared(), and groupMemoryBarrier().

Have not added any new built-in variables.

Also changed the linear performance relateToOperator() to a high-performance version.


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@22659 e7fa87d3-cd2b-0410-9028-fcbf551c1848
2013-08-09 17:14:49 +00:00
..
BaseTypes.h Add interface blocks as a basic type and handle uniform blocks that have an instance name. Includes handling qualifiers on structure members. 2013-04-10 02:06:46 +00:00
Common.h Improve multi-threading and move Standalone to a multi-threading model (currently off though). 2013-07-31 18:44:13 +00:00
ConstantUnion.h Improve multi-threading and move Standalone to a multi-threading model (currently off though). 2013-07-31 18:44:13 +00:00
InfoSink.h Eliminate flex as the GLSL lexical analyzer, going from two nested lexical analyzers down to one, leaving just the preprocessor's lexical analysis. A new layer replaces it, to translate from the preprocessor's view of tokenization to glslang's view of tokenization. 2013-07-06 19:54:21 +00:00
InitializeGlobals.h Create a base GLSL front-end from the 3Dlabs glslang front-end from 20-Sep-2005. 2012-12-12 21:15:54 +00:00
intermediate.h Put in infrastructure for tessellation, geometry, and compute stages, and partially flesh out with built-in functions. 2013-08-09 17:14:49 +00:00
PoolAlloc.h Improve multi-threading and move Standalone to a multi-threading model (currently off though). 2013-07-31 18:44:13 +00:00
ResourceLimits.h Add ES 300 matrix operations: outerProduct, determinant, inverse, and transpose, and missing ES 300 limit gl_MaxFragmentInputVectors. 2013-02-20 04:42:42 +00:00
ShHandle.h Add and use ability to tell the backend compiler what version/profile the source shader was. 2013-03-12 17:53:55 +00:00
Types.h Remove a mangled-name cache in the type that was sometimes stale. 2013-08-08 16:22:54 +00:00