[Mesa-dev] [PATCH] glsl: Add a citation for uniform precision matching.
Tapani Pälli
tapani.palli at intel.com
Wed Sep 7 07:42:06 UTC 2016
On 09/07/2016 09:56 AM, Ian Romanick wrote:
> On 09/06/2016 03:24 PM, Kenneth Graunke wrote:
>> On Tuesday, September 6, 2016 1:04:43 PM PDT Eric Anholt wrote:
>>> Kenneth Graunke <kenneth at whitecape.org> writes:
>>>
>>>> Ian added this check in commit 259fc505454ea6a67aeacf6cdebf1398d9947759.
>>>> While reviewing the rules, I found a citation which spells this out
>>>> clearly, so I figured I'd send a patch to add it as a comment.
>>>>
>>>> Cc: idr at freedesktop.org
>>>> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
>>> Reviewed-by: Eric Anholt <eric at anholt.net>
>>>
>>> I was wondering about this change, because glmark2 is failing to compile
>>> its terrain shaders now.
> Out of curiosity... is the uniform used in all the stages?
>
>> Really? GLBenchmark 2.7 also fails to compile:
>>
>> https://bugs.freedesktop.org/show_bug.cgi?id=97532
>>
>> I'm beginning to doubt whether any other vendor implements this part of
>> the spec, or if they have some variation of it.
> I added this specifically for a dEQP test. Presumably people are
> passing that.
>
> dEQP-GLES31.functional.shaders.linkage.geometry.uniform.rules.type_mismatch_1.
>
> I wonder if this is only enforced in GLSL ES 3.2 shaders? I'll do some
> spec archaeology to see if the language changed at all over the years. Ugh.
As mentioned in the bug 97532 GLSL ES 1.x spec seems a bit vague in this
matter and talks about 'warning' (section 10 Issues).
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>
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