diff options
author | Neil Roberts <[email protected]> | 2019-04-23 15:19:35 +0200 |
---|---|---|
committer | Neil Roberts <[email protected]> | 2019-06-14 09:29:53 +0200 |
commit | 19b27a85694bd2440609a218386ab6d9f834019a (patch) | |
tree | afd9e548d7277d9e7a31a00af226a054c2abf12a /src/compiler | |
parent | 230d1e8d863f917db42a4afd2623b3eeb28844c3 (diff) |
glsl/linker: Don’t check precision for shader interface
On GLES, the interface between vertex and fragment shaders doesn’t
need to have matching precision.
Section 4.3.10 of the GLSL ES 3.00 spec:
“The type of vertex outputs and fragment inputs with the same name
must match, otherwise the link command will fail. The precision does
not need to match.”
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/glsl/link_varyings.cpp | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp index 4e00840c53e..1263d6cbdb1 100644 --- a/src/compiler/glsl/link_varyings.cpp +++ b/src/compiler/glsl/link_varyings.cpp @@ -218,9 +218,12 @@ cross_validate_types_and_qualifiers(struct gl_context *ctx, /* Structures across shader stages can have different name * and considered to match in type if and only if structure * members match in name, type, qualification, and declaration - * order. + * order. The precision doesn’t need to match. */ - if (!output->type->record_compare(type_to_match, false, true)) { + if (!output->type->record_compare(type_to_match, + false, /* match_name */ + true, /* match_locations */ + false /* match_precision */)) { linker_error(prog, "%s shader output `%s' declared as struct `%s', " "doesn't match in type with %s shader input " |