Built-in symbol tables now lazily evaluated, and driven by per version, per profile input. Got all ES 100 and ES 300 built-in symbols correct.
This includes
- doing prescan of shader to know version/profile before parsing it
- putting precision qualifiers on built-in ES symbols
- getting most built-in state correct for core/compatibility/missing profile
- adding gl_VertexID and gl_InstanceID, among other ES 300 built-in symbols
- adding the ES 300 gl_Max/Min constants
- accepting shaders that contain nothing but whitespace without generating an error
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@20627 e7fa87d3-cd2b-0410-9028-fcbf551c1848
diff --git a/StandAlone/StandAlone.cpp b/StandAlone/StandAlone.cpp
index a074761..4fce3ed 100644
--- a/StandAlone/StandAlone.cpp
+++ b/StandAlone/StandAlone.cpp
@@ -1,5 +1,7 @@
//
//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
+//Copyright (C) 2013 LunarG, Inc.
+//
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
@@ -99,6 +101,12 @@
resources.maxTextureImageUnits = 32;
resources.maxFragmentUniformComponents = 4096;
resources.maxDrawBuffers = 32;
+ resources.maxVertexUniformVectors = 128;
+ resources.maxVaryingVectors = 8;
+ resources.maxFragmentUniformVectors = 16;
+ resources.maxVertexOutputVectors = 16;
+ resources.minProgramTexelOffset = -8;
+ resources.maxProgramTexelOffset = 7;
}
int C_DECL main(int argc, char* argv[])