[Mesa-dev] [PATCH 4/7] glsl: Move the definition of precision_qualifier_allowed
Samuel Iglesias Gonsálvez
siglesias at igalia.com
Wed Nov 11 04:27:53 PST 2015
You can either move the function or add the function forward declaration.
In any case,
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias at igalia.com>
Sam
On 05/11/15 12:33, Tapani Pälli wrote:
> From: Iago Toral Quiroga <itoral at igalia.com>
>
> We will need this to build later patches
> ---
> src/glsl/ast_to_hir.cpp | 71 ++++++++++++++++++++++++-------------------------
> 1 file changed, 35 insertions(+), 36 deletions(-)
>
> diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
> index d20be0b..b6d662b 100644
> --- a/src/glsl/ast_to_hir.cpp
> +++ b/src/glsl/ast_to_hir.cpp
> @@ -2159,6 +2159,41 @@ process_array_type(YYLTYPE *loc, const glsl_type *base,
> return array_type;
> }
>
> +static bool
> +precision_qualifier_allowed(const glsl_type *type)
> +{
> + /* Precision qualifiers apply to floating point, integer and opaque
> + * 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->contains_opaque();
> +}
>
> const glsl_type *
> ast_type_specifier::glsl_type(const char **name,
> @@ -3645,42 +3680,6 @@ validate_identifier(const char *identifier, YYLTYPE loc,
> }
> }
>
> -static bool
> -precision_qualifier_allowed(const glsl_type *type)
> -{
> - /* Precision qualifiers apply to floating point, integer and opaque
> - * 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->contains_opaque();
> -}
> -
> ir_rvalue *
> ast_declarator_list::hir(exec_list *instructions,
> struct _mesa_glsl_parse_state *state)
>
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