ANGLE provides the feature to do symbol name translation for everything. This is handy if lower-level GL drivers do not like compiling shaders that redefine built-in symbol names (e.g. "sin"). This causes us to fail the Khronos test conformance/glsl/misc/shader-with-non-reserved-words.html on some hardware. Turn on the name mapping. I have some complaints with the technique that ANGLE provides, but a combination of our 32bit hash plus incrementing number should be fine. https://code.google.com/p/angleproject/issues/detail?id=474 <rdar://problem/15036575>
Created attachment 212486 [details] Patch
Created attachment 212489 [details] Patch
Created attachment 212490 [details] Patch
Committed r156352: <http://trac.webkit.org/changeset/156352>