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| common | ||
| compiler | ||
| gpu_info_util | ||
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| libANGLE | ||
| libEGL | ||
| libGLESv2 | ||
| tests | ||
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| vulkan_support | ||
| angle.gyp | ||
| commit.h | ||
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| compiler.gypi | ||
| copy_compiler_dll.bat | ||
| libEGL.gypi | ||
| libGLESv2.gypi |
This is a bit of a hack, similar to how D3D11 works. We need to write output locations in the GLSL shader before we send them to glslang, so we wait until the link call, then string-replace some hard-coded identifeir code to the attribute location determined by ANGLE. This CL also fills in some of the vertex format conversion tables in formatutilsvk.cpp. BUG=angleproject:2167 Change-Id: I2424d0d990bdbcd831a4dd130e61e87d8f8f479f Reviewed-on: https://chromium-review.googlesource.com/677555 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by:Frank Henigman <fjhenigman@chromium.org>
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