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authorSamuel Iglesias Gonsálvez <[email protected]>2016-10-18 09:38:30 +0200
committerSamuel Iglesias Gonsálvez <[email protected]>2016-10-24 07:04:38 +0200
commitb50b82b8a553f93b4ee9ace734e4c53d5a388a35 (patch)
tree49b7f2a76ccd2b335db3c4a35ae0904f7ef578a4 /include
parent849390a61a92698dec541abfed47791e84c73a32 (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]>
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