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  • ShaderImage_test.cpp
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  • Olli Etuaho's avatar
    Use non-human-readable mangled names for types · e600c0aa
    Olli Etuaho authored Mar 02, 2018
    The new mangled name format is as follows:
    
    The first character is a hex digit from 0 to F that encodes vector or
    matrix size. For scalars, structs etc. the character is 0.
    
    Then, if it's a struct, the mangled name continues with "{s", followed
    by mangled names of fields, and ends with "}".
    
    If it's an interface block, the mangled name continues with "{i",
    followed by mangled names of fields, and ends with "}".
    
    If it's anything else, the second alphabetic character encodes the
    basic type. Characters are assigned to basic types in the enumeration
    order.
    
    If it's an array, the mangled name has a suffix [array_size].
    
    This saves a few kilobytes from the binary size. The effect on symbol
    lookup speed seems mostly marginal.
    
    BUG=angleproject:2267
    TEST=angle_unittests
    
    Change-Id: I26e65dcb48c3478df9a719ffff9c15f2fd12e293
    Reviewed-on: https://chromium-review.googlesource.com/945910
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
    e600c0aa
ShaderImage_test.cpp 10.4 KB
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