[Mesa-dev] [PATCH] glsl: allow precision qualifier on sampler arrays

Tapani Pälli tapani.palli at intel.com
Mon Sep 8 23:14:23 PDT 2014


On 09/09/2014 09:10 AM, Tapani Pälli wrote:
> Hi Frank;
>
> Kalyan sent me a similar fix mentioning that it is related to this test
> case:
> https://www.khronos.org/registry/webgl/sdk/tests/conformance/limits/gl-min-textures.html
>
> If your patch is related, please mention in the commit message. It helps
> to track possible regression in the future.
>
> With changes proposed by Anuj:
>
> Reviewed-by: Tapani Pälli <tapani.palli at intel.com>

Oh sorry for the noise, I see it went in already, which is good :)

>
> On 08/23/2014 12:23 AM, Frank Henigman wrote:
>> If a precision qualifer is allowed on type T, it should be allowed
>> on an array of T.  Refactor the check to ensure this is the case.
>> ---
>> I wanted to expand the comment to say why is_record() is in there,
>> but I don't understand why it is.  I thought structs couldn't have
>> precision qualifiers.
>>
>>  src/glsl/ast_to_hir.cpp | 75 +++++++++++++++++++++++++++----------------------
>>  1 file changed, 41 insertions(+), 34 deletions(-)
>>
>> diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
>> index 30b02d0..998404a 100644
>> --- a/src/glsl/ast_to_hir.cpp
>> +++ b/src/glsl/ast_to_hir.cpp
>> @@ -3202,6 +3202,41 @@ validate_identifier(const char *identifier, YYLTYPE loc,
>>     }
>>  }
>>  
>> +static bool
>> +precision_qualifier_allowed(const glsl_type *type)
>> +{
>> +   /* Precision qualifiers apply to floating point, integer and sampler
>> +    * types.
>> +    *
>> +    * Section 4.5.2 (Precision Qualifiers) of the GLSL 1.30 spec says:
>> +    *    "Any floating point or any integer declaration can have the type
>> +    *    preceded by one of these precision qualifiers [...] Literal
>> +    *    constants do not have precision qualifiers. Neither do Boolean
>> +    *    variables.
>> +    *
>> +    * Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
>> +    * spec also says:
>> +    *
>> +    *     "Precision qualifiers are added for code portability with OpenGL
>> +    *     ES, not for functionality. They have the same syntax as in OpenGL
>> +    *     ES."
>> +    *
>> +    * Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
>> +    *
>> +    *     "uniform lowp sampler2D sampler;
>> +    *     highp vec2 coord;
>> +    *     ...
>> +    *     lowp vec4 col = texture2D (sampler, coord);
>> +    *                                            // texture2D returns lowp"
>> +    *
>> +    * From this, we infer that GLSL 1.30 (and later) should allow precision
>> +    * qualifiers on sampler types just like float and integer types.
>> +    */
>> +   return type->is_float()
>> +       || type->is_integer()
>> +       || type->is_record()
>> +       || type->is_sampler();
>> +}
>>  
>>  ir_rvalue *
>>  ast_declarator_list::hir(exec_list *instructions,
>> @@ -3689,41 +3724,13 @@ ast_declarator_list::hir(exec_list *instructions,
>>        }
>>  
>>  
>> -      /* Precision qualifiers apply to floating point, integer and sampler
>> -       * types.
>> -       *
>> -       * Section 4.5.2 (Precision Qualifiers) of the GLSL 1.30 spec says:
>> -       *    "Any floating point or any integer declaration can have the type
>> -       *    preceded by one of these precision qualifiers [...] Literal
>> -       *    constants do not have precision qualifiers. Neither do Boolean
>> -       *    variables.
>> -       *
>> -       * Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
>> -       * spec also says:
>> -       *
>> -       *     "Precision qualifiers are added for code portability with OpenGL
>> -       *     ES, not for functionality. They have the same syntax as in OpenGL
>> -       *     ES."
>> -       *
>> -       * Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
>> -       *
>> -       *     "uniform lowp sampler2D sampler;
>> -       *     highp vec2 coord;
>> -       *     ...
>> -       *     lowp vec4 col = texture2D (sampler, coord);
>> -       *                                            // texture2D returns lowp"
>> -       *
>> -       * From this, we infer that GLSL 1.30 (and later) should allow precision
>> -       * qualifiers on sampler types just like float and integer types.
>> +      /* If a precision qualifier is allowed on a type, it is allowed on
>> +       * an array of that type.
>>         */
>> -      if (this->type->qualifier.precision != ast_precision_none
>> -          && !var->type->is_float()
>> -          && !var->type->is_integer()
>> -          && !var->type->is_record()
>> -          && !var->type->is_sampler()
>> -          && !(var->type->is_array()
>> -               && (var->type->fields.array->is_float()
>> -                   || var->type->fields.array->is_integer()))) {
>> +      if (!(this->type->qualifier.precision == ast_precision_none
>> +          || precision_qualifier_allowed(var->type)
>> +          || (var->type->is_array()
>> +	      && precision_qualifier_allowed(var->type->fields.array)))) {
>>  
>>           _mesa_glsl_error(&loc, state,
>>                            "precision qualifiers apply only to floating point"
> // Tapani
>
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