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author | Samuel Iglesias Gonsálvez <[email protected]> | 2016-10-18 09:38:30 +0200 |
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committer | Samuel Iglesias Gonsálvez <[email protected]> | 2016-10-24 07:04:38 +0200 |
commit | b50b82b8a553f93b4ee9ace734e4c53d5a388a35 (patch) | |
tree | 49b7f2a76ccd2b335db3c4a35ae0904f7ef578a4 /include | |
parent | 849390a61a92698dec541abfed47791e84c73a32 (diff) |
glsl/es31: precision qualifier doesn't need to match in shader interface block members
It is specific only to GLSL ES 3.1. From the spec, section 4.3.9
"Interface Blocks":
"Matched block names within a shader interface (as defined above) must
match in terms of having the same number of declarations with the same
sequence of types and the same sequence of member names, as well as
having the same qualification as specified in section 9.2 (“Matching
of Qualifiers“)."
But in GLSL ES 3.0 and 3.2, it is the opposite:
"Matched block names within a shader interface (as defined above) must
match in terms of having the same number of declarations with the same
sequence of types, precisions and the same sequence of member names,
as well as having the matching member-wise layout qualification as
defined in section 9.2 (“Matching of Qualifiers”)."
Fixes:
dEQP-GLES31.functional.shaders.linkage.uniform.block.differing_precision
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98243
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Diffstat (limited to 'include')
0 files changed, 0 insertions, 0 deletions