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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@@ -99,6 +101,12 @@ void GenerateResources(TBuiltInResource& resources)
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resources.maxTextureImageUnits = 32;
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resources.maxFragmentUniformComponents = 4096;
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resources.maxDrawBuffers = 32;
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resources.maxVertexUniformVectors = 128;
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resources.maxVaryingVectors = 8;
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resources.maxFragmentUniformVectors = 16;
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resources.maxVertexOutputVectors = 16;
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resources.minProgramTexelOffset = -8;
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resources.maxProgramTexelOffset = 7;
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}
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int C_DECL main(int argc, char* argv[])
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