Mesa (7.10): glsl: Accept precision qualifiers on sampler types, but only in ES.

Kenneth Graunke kwg at kemper.freedesktop.org
Sat Apr 2 20:12:25 PDT 2011


Module: Mesa
Branch: 7.10
Commit: b39603e00849e3e99d2ef9bc6b409898a03ad79b
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=b39603e00849e3e99d2ef9bc6b409898a03ad79b

Author: Kenneth Graunke <kenneth at whitecape.org>
Date:   Sat Mar 26 23:37:09 2011 -0700

glsl: Accept precision qualifiers on sampler types, but only in ES.

GLSL 1.30 states clearly that only float and int are allowed, while the
GLSL ES specification's issues section states that sampler types may
take precision qualifiers.

Fixes compilation failures in 3DMarkMobileES 2.0 and GLBenchmark 2.0.

(cherry-picked from commit 8752824f27c979986ae855667337e89637b005fb)

---

 src/glsl/ast_to_hir.cpp |   11 +++++++++--
 1 files changed, 9 insertions(+), 2 deletions(-)

diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index b87e2fc..ec25bcb 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -2494,17 +2494,24 @@ ast_declarator_list::hir(exec_list *instructions,
        *    preceded by one of these precision qualifiers [...] Literal
        *    constants do not have precision qualifiers. Neither do Boolean
        *    variables.
+       *
+       * In GLSL ES, sampler types are also allowed.
+       *
+       * From page 87 of the GLSL ES spec:
+       *    "RESOLUTION: Allow sampler types to take a precision qualifier."
        */
       if (this->type->specifier->precision != ast_precision_none
           && !var->type->is_float()
           && !var->type->is_integer()
+          && !(var->type->is_sampler() && state->es_shader)
           && !(var->type->is_array()
                && (var->type->fields.array->is_float()
                    || var->type->fields.array->is_integer()))) {
 
          _mesa_glsl_error(&loc, state,
-                          "precision qualifiers apply only to floating point "
-                          "and integer types");
+                          "precision qualifiers apply only to floating point"
+                          "%s types", state->es_shader ? ", integer, and sampler"
+						       : "and integer");
       }
 
       /* Process the initializer and add its instructions to a temporary



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