1. 10 Nov, 2015 1 commit
    • Support writing initializers using HLSL literal syntax · 18b9deb4
      Olli Etuaho authored
      Instead of using constructor functions to initialize variables, it is
      better to use literal initializer syntax provided by HLSL when it is
      possible. This way shader complexity is reduced and constant array
      initialization doesn't have to go through as many AST transformations.
      
      Before this patch, vec4 initialization would result in the following
      kind of HLSL:
      
      float4 f = float4(1.0, 2.0, 3.0, 4.0);
      
      After this patch, it will be:
      
      float4 f = {1.0, 2.0, 3.0, 4.0};
      
      Before this patch, vec2 array initialization would result in the
      following kind of HLSL:
      
      float2 f[2] = {0, 0, 0, 0};
      angle_construct_into_2_float2(f, float2(1.0, 2.0), float2(3.0, 4.0));
      
      After this patch, it will be:
      
      float2 f[2] = {1.0, 2.0, 3.0, 4.0};
      
      BUG=angleproject:1094
      BUG=541551
      TEST=WebGL conformance tests
      
      Change-Id: I9816a8d95a2cba3964922f6b561862d478da6145
      Reviewed-on: https://chromium-review.googlesource.com/311160Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
      Tested-by: 's avatarOlli Etuaho <oetuaho@nvidia.com>
  2. 09 Nov, 2015 5 commits
  3. 06 Nov, 2015 16 commits
  4. 05 Nov, 2015 14 commits
  5. 04 Nov, 2015 4 commits