[Mesa-dev] [PATCH v2 2/2] glsl: update default precision qualifier when it is set in the shader
Samuel Iglesias Gonsálvez
siglesias at igalia.com
Wed Oct 26 09:23:56 UTC 2016
Default precision qualifier for a data type could be set several times
inside a shader. This patch allows to update the default precision
qualifier for the given type that is saved in the symbol table.
If it is not in the symbol table, just add it.
Signed-off-by: Samuel Iglesias Gonsálvez <siglesias at igalia.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97804
---
src/compiler/glsl/glsl_symbol_table.cpp | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
diff --git a/src/compiler/glsl/glsl_symbol_table.cpp b/src/compiler/glsl/glsl_symbol_table.cpp
index 3162bb6..15e819e 100644
--- a/src/compiler/glsl/glsl_symbol_table.cpp
+++ b/src/compiler/glsl/glsl_symbol_table.cpp
@@ -213,7 +213,10 @@ bool glsl_symbol_table::add_default_precision_qualifier(const char *type_name,
symbol_table_entry *entry =
new(mem_ctx) symbol_table_entry(default_specifier);
- return _mesa_symbol_table_add_symbol(table, name, entry) == 0;
+ if (!get_entry(name))
+ return _mesa_symbol_table_add_symbol(table, name, entry) == 0;
+
+ return _mesa_symbol_table_replace_symbol(table, name, entry) == 0;
}
void glsl_symbol_table::add_global_function(ir_function *f)
--
2.7.4
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