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authorKenneth Graunke <[email protected]>2011-03-26 23:37:09 -0700
committerKenneth Graunke <[email protected]>2011-03-26 23:56:18 -0700
commit8752824f27c979986ae855667337e89637b005fb (patch)
treef941bc5c802d62b9842f89f14faceb5e729ac33d
parent0c8beb0ab5e72a9d2ecaad51db16a7d5291e120b (diff)
glsl: Accept precision qualifiers on sampler types, but only in ES.
GLSL 1.30 states clearly that only float and int are allowed, while the GLSL ES specification's issues section states that sampler types may take precision qualifiers. Fixes compilation failures in 3DMarkMobileES 2.0 and GLBenchmark 2.0. NOTE: This is a candidate for stable release branches.
-rw-r--r--src/glsl/ast_to_hir.cpp11
1 files changed, 9 insertions, 2 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index a1c76e834af..9538aa62b37 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -2676,17 +2676,24 @@ ast_declarator_list::hir(exec_list *instructions,
* preceded by one of these precision qualifiers [...] Literal
* constants do not have precision qualifiers. Neither do Boolean
* variables.
+ *
+ * In GLSL ES, sampler types are also allowed.
+ *
+ * From page 87 of the GLSL ES spec:
+ * "RESOLUTION: Allow sampler types to take a precision qualifier."
*/
if (this->type->specifier->precision != ast_precision_none
&& !var->type->is_float()
&& !var->type->is_integer()
+ && !(var->type->is_sampler() && state->es_shader)
&& !(var->type->is_array()
&& (var->type->fields.array->is_float()
|| var->type->fields.array->is_integer()))) {
_mesa_glsl_error(&loc, state,
- "precision qualifiers apply only to floating point "
- "and integer types");
+ "precision qualifiers apply only to floating point"
+ "%s types", state->es_shader ? ", integer, and sampler"
+ : "and integer");
}
/* Process the initializer and add its instructions to a temporary