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;