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  • angle
  • src
  • libANGLE
  • Shader.cpp
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  • Jiawei Shao's avatar
    Split varyings into input and output varyings in renderer · 3d40488b
    Jiawei Shao authored Oct 16, 2017
    This patch intends to split all vector<Varying> into two vectors
    to store input and output varyings separately in the renderer.
    
    This patch is a base of supporting program linking with geometry
    shader. Unlike the vertex shaders (their outputs are varyings)
    and fragment shaders (their inputs are varyings), the inputs and
    outputs of geometry shaders are all varyings, so we need two
    vector<Varying> to store them correctly.
    
    BUG=angleproject:1941
    TEST=angle_end2end_tests
    
    Change-Id: Ic4b8343f2fc3df87b764c45f2ea7810e565f7bee
    Reviewed-on: https://chromium-review.googlesource.com/720617
    Commit-Queue: Corentin Wallez <cwallez@chromium.org>
    Reviewed-by: 's avatarOlli Etuaho <oetuaho@nvidia.com>
    Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
    3d40488b
Shader.cpp 14.3 KB
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