commit | 26e355b835d50daea55e096cff4d9da50dc1a48b | [log] [tgz] |
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author | Olli Etuaho <oetuaho@nvidia.com> | Fri Aug 14 14:16:19 2015 +0300 |
committer | Olli Etuaho <oetuaho@nvidia.com> | Wed Aug 19 11:03:21 2015 +0000 |
tree | ff3a78b30df789f724531d279b8b4580f798f33a | |
parent | 264ab56f2e70431e8310f9353952acd3b22b466f [diff] |
Add full support for line continuation in the preprocessor Re-landing earlier change with constant signedness fixed (was causing build issues on Linux). Line continuation in ESSL 3.00 needs to be processed before tokenization, since tokens can span the line continuation. On the other hand, ANGLE's tokenizer keeps track of line numbers, and whenever a line continuation appears the line number still needs to be incremented by one, just like on a regular newline. That's why line continuation is now implemented as follows: when the shader strings are concatenated in Input, they are also checked for line continuation. Whenever line continuation is encountered, the string is cut before that point. When the tokenizer asks for more input, the string starting from the character after line continuation is passed to it, and the line number is incremented from Input. This way the tokenizer can parse tokens that span multiple lines - it never sees the line continuation - but still keeps track of the line number correctly. Relevant spec is in ESSL 3.00 section 3.2 "Source strings". Support for line continuation also applies to ESSL 1.00. ESSL 3.00 spec section 1.5 says that line continuation support is mandated when an ESSL 1.00 shader is used with the OpenGL ES 3.0 API, and is optional when ESSL 1.00 is used with the OpenGL ES 2.0 API. TEST=dEQP-GLES3.functional.shaders.preprocessor.line_continuation.* (all pass), angle_unittests BUG=angleproject:1125 Change-Id: Ic086aacac53cd75bf93c0fda782416501d2f842b Reviewed-on: https://chromium-review.googlesource.com/294200 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Olli Etuaho <oetuaho@nvidia.com>
#ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.
ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardware‐accelerated via Direct3D. ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification. Work on ANGLE's OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.
ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.
Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.
##Building View the Dev setup instructions.
##Contributing