[Mesa-dev] [PATCH v2 2/2] glsl: update default precision qualifier when it is set in the shader
Timothy Arceri
timothy.arceri at collabora.com
Wed Oct 26 09:48:05 UTC 2016
On Wed, 2016-10-26 at 11:23 +0200, Samuel Iglesias Gonsálvez wrote:
> 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;
This is much better thanks.
Series:
Reviewed-by: Timothy Arceri <timothy.arceri at collabora.com>
Thanks for checking there are existing piglit tests for scoping, feel
free to add my r-b to the new test.
> }
>
> void glsl_symbol_table::add_global_function(ir_function *f)
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