Vulkan: Implement basic uniform shader parsing.
This is a first step at implementing uniforms with descriptor sets.
It does not actually bind uniforms and upload data, but it does
implement uniform shader parsing. Uniforms are gathered into a single
uniform block which is bound to set 0, with binding 0 for vertex
uniforms and binding 1 for fragment uniforms.
Also adds a ReplaceSubstring helper to string_utils.
Also removes the precision writing from OutputVulkanGLSL since this
was generating warnings with glslang.
BUG=angleproject:2167
Change-Id: I9ec8351ec1973e583100f99292b0080ee968067b
Reviewed-on: https://chromium-review.googlesource.com/699938
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Frank Henigman <fjhenigman@chromium.org>
Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
diff --git a/src/compiler/translator/util.cpp b/src/compiler/translator/util.cpp
index 22f4ea9..c713209 100644
--- a/src/compiler/translator/util.cpp
+++ b/src/compiler/translator/util.cpp
@@ -447,6 +447,14 @@
return arrayString.str();
}
+TString GetTypeName(const TType &type, ShHashFunction64 hashFunction, NameMap *nameMap)
+{
+ if (type.getBasicType() == EbtStruct)
+ return HashName(TName(type.getStruct()->name()), hashFunction, nameMap);
+ else
+ return type.getBuiltInTypeNameString();
+}
+
bool IsVaryingOut(TQualifier qualifier)
{
switch (qualifier)