Switched to D3D10 shader compiler.

I figured out how to call in to D3DCompiler_xx.dll and still get the ID3DXConstantTable metadata used by ANGLE. There are more optimization levels available with this compiler and the lowest level (0) allows MetaTunnel and MandelBox to compile their shaders quickly. MetaTunnel still does not render correctly unfortunately.

I benchmarked eight of the ShaderToy demos and did not notice any performance regression on an nVidia Quadro FX 380. Intel might be adversely affected. I built ANGLE against D3DCompiler_43.dll, while Chrome still ships with 42. I'm not sure if that will make a difference but I'll rev Chrome soon.

I also checked WebGL Aquarium and ran the WebGL conformance tests.

This will also let me roll r590 into Chromium. It turns out the ForceSymbolReferences setting I added to the libGLESv2 target caused the linker to sometimes crash when making changes and the changes between r577 and r590 consistently lead to a crash. libGLESv2 now has a hard dependency on D3DCompiler_xx.dll via the call in Program.cpp and this seems to not make the linker crash.
Review URL: http://codereview.appspot.com/4275063

git-svn-id: https://angleproject.googlecode.com/svn/trunk@591 736b8ea6-26fd-11df-bfd4-992fa37f6226
4 files changed