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  • InitializeVariables.cpp
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  • Olli Etuaho's avatar
    Initialize uninitialized GLSL arrays in a for loop · 2c7f34c8
    Olli Etuaho authored Oct 09, 2017
    Previously, creating nodes for initializing each single array element
    could result in memory bloat during translation when dealing with
    large arrays. The resulting shader could also end up very long.
    Initialize most arrays using a simple for loop instead. The loop is
    compatible with ESSL 1.00 Appendix A limitations.
    
    An exception is made for fragment outputs, so that they are not
    indexed by non-constant values.
    
    On some platforms using the a loop to initialize variables can cause
    problems, so we also have a compiler flag for turning this behavior
    off. The flag was already added earlier for a staggered rollout of
    this functionality.
    
    BUG=chromium:735497
    TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
    
    Change-Id: Iec727821d8137db56b440ddbe007879b1b55f61f
    Reviewed-on: https://chromium-review.googlesource.com/707195
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
    Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    2c7f34c8
InitializeVariables.cpp 12.3 KB
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