[Mesa-dev] [PATCH 13/17] glsl: Add default precision qualifiers to the symbol table
Ian Romanick
idr at freedesktop.org
Wed Jul 29 14:51:45 PDT 2015
On 07/29/2015 02:50 PM, Ian Romanick wrote:
> On 07/29/2015 07:01 AM, Samuel Iglesias Gonsalvez wrote:
>> From: Iago Toral Quiroga <itoral at igalia.com>
>>
>> The GLSL ES spec specifies default precision qualifiers for certain types,
>> so populate the symbol table with these.
>>
>> Notice that the desktop GLSL spec also indicates defaults for some types
>> but this is not really useful since precision qualifiers are completely
>> ignored in desktop GLSL.
>> ---
>> src/glsl/glsl_parser.yy | 14 ++++++++++++++
>> 1 file changed, 14 insertions(+)
>>
>> diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy
>> index e66b80a..f55fd23 100644
>> --- a/src/glsl/glsl_parser.yy
>> +++ b/src/glsl/glsl_parser.yy
>> @@ -310,6 +310,20 @@ translation_unit:
>> {
>> delete state->symbols;
>> state->symbols = new(ralloc_parent(state)) glsl_symbol_table;
>> + if (state->es_shader) {
>> + if (state->stage == MESA_SHADER_FRAGMENT) {
>> + state->symbols->add_default_precision_qualifier("int", ast_precision_medium);
>> + state->symbols->add_default_precision_qualifier("sampler2D", ast_precision_low);
>> + state->symbols->add_default_precision_qualifier("samplerCube", ast_precision_low);
>> + state->symbols->add_default_precision_qualifier("samplerExternalOES", ast_precision_low);
>> + } else {
>> + state->symbols->add_default_precision_qualifier("float", ast_precision_high);
>> + state->symbols->add_default_precision_qualifier("int", ast_precision_high);
>> + state->symbols->add_default_precision_qualifier("sampler2D", ast_precision_low);
>> + state->symbols->add_default_precision_qualifier("samplerCube", ast_precision_low);
>> + state->symbols->add_default_precision_qualifier("samplerExternalOES", ast_precision_low);
>> + }
>
> What about sampler types added in ES 3.0 or by extensions (e.g., sampler3D)?
I see this is addressed in the next patch. Never mind.
>> + }
>> _mesa_glsl_initialize_types(state);
>> }
>> ;
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