Don't duplicate symbol type information in AST nodes

Function prototype nodes and symbol nodes already refer to symbols
that have type information, so the type doesn't need to be copied to
the TInterm* AST node classes. Now type is only stored in those AST
node classes that represent other types of expressions. They use
a new TIntermExpression base class for this.

Since now we may use the TType from builtin symbols directly instead
of copying it, building the mangled names of types in the correct
memory pool is also required. The code now realizes the types of
built-in variables when they get added to the symbol table.

BUG=angleproject:2267
TEST=angle_unittests

Change-Id: Ic8d7fc912937cb8abb1e306e58c63bb9c146aae9
Reviewed-on: https://chromium-review.googlesource.com/857005
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
9 files changed
tree: 9cbf6d42e3a4a994820d2321d8c3d61091a071cc
  1. build_overrides/
  2. doc/
  3. extensions/
  4. gni/
  5. gyp/
  6. include/
  7. infra/
  8. samples/
  9. scripts/
  10. src/
  11. third_party/
  12. util/
  13. .clang-format
  14. .gitattributes
  15. .gitignore
  16. .gn
  17. AUTHORS
  18. BUILD.gn
  19. codereview.settings
  20. CONTRIBUTORS
  21. DEPS
  22. DEPS.chromium
  23. LICENSE
  24. OWNERS
  25. README.chromium
  26. README.md
README.md

ANGLE - Almost Native Graphics Layer Engine

The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan is underway, and future plans include compute shader support (ES 3.1) and MacOS support.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
OpenGL ES 2.0completecompletecompletecompletein progress
OpenGL ES 3.0completecompletein progressnot started
OpenGL ES 3.1not startedin progressin progressnot started

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkan
Windowscompletecompletecompletecompletein progress
Linuxcompleteplanned
Mac OS Xin progress
Chrome OScompleteplanned
Androidcompleteplanned

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

Sources

ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

git clone https://chromium.googlesource.com/angle/angle

Building

View the Dev setup instructions. For generating a Windows Store version of ANGLE view the Windows Store instructions

Contributing