Split the built-in symbols over multiple symbol table levels.
TRAC #22954
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2268 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/compiler/Compiler.cpp b/src/compiler/Compiler.cpp
index 6b2961a..1b3a249 100644
--- a/src/compiler/Compiler.cpp
+++ b/src/compiler/Compiler.cpp
@@ -51,8 +51,11 @@
// push should not have a corresponding pop, so that built-ins
// are preserved, and the test for an empty table fails.
//
- symbolTable.push();
+ symbolTable.push(); // TODO: Common built-ins.
+
+ // GLSL ES 1.0 built-ins
+ symbolTable.push();
for (TBuiltInStrings::const_iterator i = builtInStrings.begin(); i != builtInStrings.end(); ++i)
{
const char* builtInShaders = i->c_str();
@@ -67,6 +70,8 @@
}
}
+ symbolTable.push(); // TODO: GLSL ES 3.0 built-ins.
+
IdentifyBuiltIns(type, spec, resources, symbolTable);
return true;