diff options
author | Tapani Pälli <[email protected]> | 2015-11-16 08:43:12 +0200 |
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committer | Tapani Pälli <[email protected]> | 2015-11-17 09:23:54 +0200 |
commit | f4f30ad730b7dafaadafda63344012203543894c (patch) | |
tree | 9adc372331ab4ebb39fbaf08578c3c7309c52bab | |
parent | 023fd58fd685135bfb4ee401ac9bd1c3a3988e02 (diff) |
mesa: do runtime validation of precision varyings only on ES
Precision qualifier should be ignored on desktop OpenGL.
v2: include spec quote (Samuel)
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
-rw-r--r-- | src/mesa/main/shader_query.cpp | 16 |
1 files changed, 13 insertions, 3 deletions
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp index 58ba04153e6..14f849e0a94 100644 --- a/src/mesa/main/shader_query.cpp +++ b/src/mesa/main/shader_query.cpp @@ -1413,9 +1413,19 @@ _mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline) for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) { if (shProg[idx]) { - if (!validate_io(shProg[prev]->_LinkedShaders[prev], - shProg[idx]->_LinkedShaders[idx])) - return false; + /* Since we now only validate precision, we can skip this step for + * desktop GLSL shaders, there precision qualifier is ignored. + * + * From OpenGL 4.50 Shading Language spec, section 4.7: + * "For the purposes of determining if an output from one shader + * stage matches an input of the next stage, the precision + * qualifier need not match." + */ + if (shProg[prev]->IsES || shProg[idx]->IsES) { + if (!validate_io(shProg[prev]->_LinkedShaders[prev], + shProg[idx]->_LinkedShaders[idx])) + return false; + } prev = idx; } } |