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