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authorIago Toral Quiroga <[email protected]>2015-02-26 12:15:18 +0100
committerTapani Pälli <[email protected]>2015-11-12 09:50:13 +0200
commite6629d814f9a860b3a5390684be06370b270be14 (patch)
tree9f8e6165a034f9d4b72a5427e8eb30ac3caf68a6 /docs/sourcedocs.html
parente3082fb2732c2af836875201b8d7f49e864c8e4e (diff)
glsl: Add user-defined default precision qualifiers to the symbol table
Notice that the spec requires that a default precision has been set for every type used by a shader that can use a precision qualifier and does not have a predefined precision, however, at the moment, Mesa only checks this for floats in the fragment shader. This is probably because the GLSL ES 1.0 specs mentions this case specifically, but GLSL ES 3.0 clarifies that the same applies to other types: "The fragment language has no default precision qualifier for floating point types. Hence for float, floating point vector and matrix variable declarations, either the declaration must include a precision qualifier or the default float precision must have been previously declared. Similarly, there is no default precision qualifier for the following sampler types in either the vertex or fragment language: sampler3D; samplerCubeShadow; sampler2DShadow; sampler2DArray; sampler2DArrayShadow; isampler2D; isampler3D; isamplerCube; isampler2DArray; usampler2D; usampler3D; usamplerCube; usampler2DArray;" we will fix this in a later patch. Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
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