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authorIago Toral Quiroga <[email protected]>2015-02-26 12:15:17 +0100
committerTapani Pälli <[email protected]>2015-11-12 09:50:13 +0200
commite3082fb2732c2af836875201b8d7f49e864c8e4e (patch)
tree73255f76c66c1d3bae47630d7591f09b5c3793e2 /src
parentd6a61673543deeebac773801cbd717b7a342626e (diff)
glsl: Add default precision qualifiers to the symbol table
The GLSL ES spec specifies default precision qualifiers for certain types, so populate the symbol table with these. Notice that the desktop GLSL spec also indicates defaults for some types but this is not really useful since precision qualifiers are completely ignored in desktop GLSL. v2: simplify and add samplerExternalOES, specified by OES_EGL_image_external (Tapani) v3: add atomic_uint (reported missing by Marta) Reviewed-by: Tapani Pälli <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/glsl/glsl_parser.yy12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy
index 4ac8e45b63a..31e254a4fd3 100644
--- a/src/glsl/glsl_parser.yy
+++ b/src/glsl/glsl_parser.yy
@@ -313,6 +313,18 @@ translation_unit:
{
delete state->symbols;
state->symbols = new(ralloc_parent(state)) glsl_symbol_table;
+ if (state->es_shader) {
+ if (state->stage == MESA_SHADER_FRAGMENT) {
+ state->symbols->add_default_precision_qualifier("int", ast_precision_medium);
+ } else {
+ state->symbols->add_default_precision_qualifier("float", ast_precision_high);
+ state->symbols->add_default_precision_qualifier("int", ast_precision_high);
+ }
+ state->symbols->add_default_precision_qualifier("sampler2D", ast_precision_low);
+ state->symbols->add_default_precision_qualifier("samplerExternalOES", ast_precision_low);
+ state->symbols->add_default_precision_qualifier("samplerCube", ast_precision_low);
+ state->symbols->add_default_precision_qualifier("atomic_uint", ast_precision_high);
+ }
_mesa_glsl_initialize_types(state);
}
;