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Issue 5011053: Further work on the function emulation. (Closed)

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Created:
13 years, 11 months ago by zmo
Modified:
13 years, 11 months ago
Reviewers:
kbr1
CC:
angleproject-review_googlegroups.com, bjacob
Base URL:
http://angleproject.googlecode.com/svn/trunk/
Visibility:
Public.

Description

Further work on the function emulation. This is to work around driver bugs. We added more functions, and removed some unnecessary ones. Remove the function group because we have flags for each function now. Use more macros instead of functions. Don't emit global precision because that will affect all later code. ANGLEBUG=196 TEST=build and test on Mac ATI/NVIDIA, fixes the failing webgl glsl conformance tests. Committed: http://code.google.com/p/angleproject/source/detail?r=754

Patch Set 1 #

Total comments: 1
Unified diffs Side-by-side diffs Delta from patch set Stats (+220 lines, -177 lines) Patch
M src/common/version.h View 1 chunk +1 line, -1 line 0 comments Download
M src/compiler/BuiltInFunctionEmulator.h View 6 chunks +29 lines, -39 lines 0 comments Download
M src/compiler/BuiltInFunctionEmulator.cpp View 8 chunks +188 lines, -137 lines 1 comment Download
M src/compiler/Compiler.cpp View 1 chunk +2 lines, -0 lines 0 comments Download

Messages

Total messages: 2
zmo
Please review.
13 years, 11 months ago (2011-09-15 23:33:40 UTC) #1
kbr1
13 years, 11 months ago (2011-09-16 00:13:04 UTC) #2
LGTM

Thanks for cutting down the set of functions needing workarounds to the minimal
set.

http://codereview.appspot.com/5011053/diff/1/src/compiler/BuiltInFunctionEmul...
File src/compiler/BuiltInFunctionEmulator.cpp (right):

http://codereview.appspot.com/5011053/diff/1/src/compiler/BuiltInFunctionEmul...
src/compiler/BuiltInFunctionEmulator.cpp:13: const char*
kFunctionEmulationVertexSource[] = {
Please add a comment that we use macros here instead of function definitions to
work around more GLSL compiler bugs, in particular on NVIDIA hardware on Mac OS
X. Macros are problematic because if the argument has side-effects they will be
repeatedly evaluated. This is unlikely to show up in real shaders, but is
something to consider.
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