Mesa (master): glsl/linker: Don’t check precision for shader interface

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
Fri Jun 14 07:38:22 UTC 2019


Module: Mesa
Branch: master
Commit: 19b27a85694bd2440609a218386ab6d9f834019a
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=19b27a85694bd2440609a218386ab6d9f834019a

Author: Neil Roberts <nroberts at igalia.com>
Date:   Tue Apr 23 15:19:35 2019 +0200

glsl/linker: Don’t check precision for shader interface

On GLES, the interface between vertex and fragment shaders doesn’t
need to have matching precision.

Section 4.3.10 of the GLSL ES 3.00 spec:

“The type of vertex outputs and fragment inputs with the same name
 must match, otherwise the link command will fail. The precision does
 not need to match.”

Reviewed-by: Eric Anholt <eric at anholt.net>

---

 src/compiler/glsl/link_varyings.cpp | 7 +++++--
 1 file changed, 5 insertions(+), 2 deletions(-)

diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
index 4e00840c53e..1263d6cbdb1 100644
--- a/src/compiler/glsl/link_varyings.cpp
+++ b/src/compiler/glsl/link_varyings.cpp
@@ -218,9 +218,12 @@ cross_validate_types_and_qualifiers(struct gl_context *ctx,
          /* Structures across shader stages can have different name
           * and considered to match in type if and only if structure
           * members match in name, type, qualification, and declaration
-          * order.
+          * order. The precision doesn’t need to match.
           */
-         if (!output->type->record_compare(type_to_match, false, true)) {
+         if (!output->type->record_compare(type_to_match,
+                                           false, /* match_name */
+                                           true, /* match_locations */
+                                           false /* match_precision */)) {
             linker_error(prog,
                   "%s shader output `%s' declared as struct `%s', "
                   "doesn't match in type with %s shader input "




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