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author | Samuel Iglesias Gonsálvez <[email protected]> | 2016-10-21 08:23:59 +0200 |
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committer | Samuel Iglesias Gonsálvez <[email protected]> | 2016-10-26 11:57:07 +0200 |
commit | 0e742926c6895dcaf8bdbe43022c8a0bc74fdd96 (patch) | |
tree | a6ef7077a917f9fc44bdfb727aefe282a2a76e69 | |
parent | dfbdb2c0b3559c46d93f10d636a88b9541304fc7 (diff) |
glsl: update default precision qualifier when it is set in the shader
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 <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97804
Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r-- | src/compiler/glsl/glsl_symbol_table.cpp | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/compiler/glsl/glsl_symbol_table.cpp b/src/compiler/glsl/glsl_symbol_table.cpp index 3162bb685df..15e819eacc6 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) |