Skip to content

  • Projects
  • Groups
  • Snippets
  • Help
  • This project
    • Loading...
  • Sign in / Register
A
angle
  • Project
    • Overview
    • Details
    • Activity
    • Cycle Analytics
  • Repository
    • Repository
    • Files
    • Commits
    • Branches
    • Tags
    • Contributors
    • Graph
    • Compare
    • Charts
  • Issues 0
    • Issues 0
    • List
    • Board
    • Labels
    • Milestones
  • Merge Requests 0
    • Merge Requests 0
  • CI / CD
    • CI / CD
    • Pipelines
    • Jobs
    • Schedules
    • Charts
  • Wiki
    • Wiki
  • Snippets
    • Snippets
  • Members
    • Members
  • Collapse sidebar
  • Activity
  • Graph
  • Charts
  • Create a new issue
  • Jobs
  • Commits
  • Issue Boards
  • Chen Yisong
  • angle
  • Repository

Switch branch/tag
  • angle
  • src
  • libANGLE
  • Program.h
Find file
BlameHistoryPermalink
  • Jamie Madill's avatar
    Use ShaderVars instead of ShaderLang in headers. · 861ebb3b
    Jamie Madill authored Nov 17, 2016
    We only need the typed variable information in our header files.
    The entry point and other enum info can be encapsulated better
    in the cpp files that call through to the translator. The only
    tricky one is the compile options, which we return from our
    implementation - put the typedef for these in the ShaderVars
    header to fix this.
    
    This should partially work around the problem of shaderlang
    for Vulkan and ANGLE's translator (also ShaderLang) using some
    identifiers with the same names.
    
    BUG=angleproject:1576
    
    Change-Id: I43c530486498c210796b9e197a6780bf2f7b3afb
    Reviewed-on: https://chromium-review.googlesource.com/412423Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    861ebb3b
Program.h 18.9 KB
EditWeb IDE
×

Replace Program.h

Attach a file by drag & drop or click to upload


Cancel
A new branch will be created in your fork and a new merge request will be started.