[Mesa-dev] [Bug 60737] In GLSL ES, a missing FS precision qualifier does not generate an error

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue Aug 27 15:37:38 PDT 2013


https://bugs.freedesktop.org/show_bug.cgi?id=60737

Ian Romanick <idr at freedesktop.org> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEW                         |RESOLVED
         Resolution|---                         |FIXED

--- Comment #3 from Ian Romanick <idr at freedesktop.org> ---
This should be fixed by:

commit cabd45773b58d6aa48202da1cdd8cf1a6b856c53
Author: Ian Romanick <ian.d.romanick at intel.com>
Date:   Fri Aug 9 15:17:18 2013 -0700

    glsl: Track existence of default float precision in GLSL ES fragment
shaders

    This is required by the spec, and it's a bit tricky because the default
    precision is scoped.  As a result, I'm slightly abusing the symbol
    table.

    Fixes piglit no-default-float-precision.frag tests and the piglit
    default-precision-nested-scope-0[1234].frag tests that are currently on
    the piglit mailing list for review.

    On IRC I got confirmation from cwabbot that ARM (Mali T6xx and T400)
    enforces this requirement and from kusma that NVIDIA (Tegra2) enforces
    this requirement.  We should be safe from regressing shipping
    applications.

    Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
    Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
    Cc: "9.2" <mesa-stable at lists.freedesktop.org>

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