Bug 121849 - Implement symbol name hashing for WebGL shaders
Summary: Implement symbol name hashing for WebGL shaders
Status: RESOLVED FIXED
Alias: None
Product: WebKit
Classification: Unclassified
Component: WebGL (show other bugs)
Version: 528+ (Nightly build)
Hardware: Unspecified Unspecified
: P2 Normal
Assignee: Dean Jackson
URL:
Keywords:
Depends on:
Blocks: 126832 132430
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Reported: 2013-09-24 11:28 PDT by Dean Jackson
Modified: 2014-05-01 10:08 PDT (History)
3 users (show)

See Also:


Attachments
Patch (8.52 KB, patch)
2013-09-24 11:37 PDT, Dean Jackson
no flags Details | Formatted Diff | Diff
Patch (8.07 KB, patch)
2013-09-24 12:30 PDT, Dean Jackson
no flags Details | Formatted Diff | Diff
Patch (8.09 KB, patch)
2013-09-24 12:37 PDT, Dean Jackson
andersca: review+
Details | Formatted Diff | Diff

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Description Dean Jackson 2013-09-24 11:28:49 PDT
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>
Comment 1 Dean Jackson 2013-09-24 11:37:44 PDT
Created attachment 212486 [details]
Patch
Comment 2 Dean Jackson 2013-09-24 12:30:49 PDT
Created attachment 212489 [details]
Patch
Comment 3 Dean Jackson 2013-09-24 12:37:08 PDT
Created attachment 212490 [details]
Patch
Comment 4 Dean Jackson 2013-09-24 12:43:32 PDT
Committed r156352: <http://trac.webkit.org/changeset/156352>