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authorFrank Henigman <[email protected]>2014-08-22 17:23:04 -0400
committerTapani Pälli <[email protected]>2014-09-11 10:41:00 +0300
commit9c707d065af569af4d298e93987603fe873b05d6 (patch)
treef53b973ccfabdac39d545ab5665716138d391e98 /src
parent096ee4c3b00cf1038830ee5994dd27e9963c24e8 (diff)
glsl: allow precision qualifier on sampler arrays
If a precision qualifer is allowed on type T, it should be allowed on an array of T. Refactor the check to ensure this is the case. (Fixes failures in WebGL conformance test 'gl-min-textures') Signed-off-by: Frank Henigman <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/glsl/ast_to_hir.cpp75
1 files changed, 41 insertions, 34 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 897505c6053..3b38dcfde69 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -3202,6 +3202,41 @@ validate_identifier(const char *identifier, YYLTYPE loc,
}
}
+static bool
+precision_qualifier_allowed(const glsl_type *type)
+{
+ /* Precision qualifiers apply to floating point, integer and sampler
+ * types.
+ *
+ * Section 4.5.2 (Precision Qualifiers) of the GLSL 1.30 spec says:
+ * "Any floating point or any integer declaration can have the type
+ * preceded by one of these precision qualifiers [...] Literal
+ * constants do not have precision qualifiers. Neither do Boolean
+ * variables.
+ *
+ * Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
+ * spec also says:
+ *
+ * "Precision qualifiers are added for code portability with OpenGL
+ * ES, not for functionality. They have the same syntax as in OpenGL
+ * ES."
+ *
+ * Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
+ *
+ * "uniform lowp sampler2D sampler;
+ * highp vec2 coord;
+ * ...
+ * lowp vec4 col = texture2D (sampler, coord);
+ * // texture2D returns lowp"
+ *
+ * From this, we infer that GLSL 1.30 (and later) should allow precision
+ * qualifiers on sampler types just like float and integer types.
+ */
+ return type->is_float()
+ || type->is_integer()
+ || type->is_record()
+ || type->is_sampler();
+}
ir_rvalue *
ast_declarator_list::hir(exec_list *instructions,
@@ -3689,41 +3724,13 @@ ast_declarator_list::hir(exec_list *instructions,
}
- /* Precision qualifiers apply to floating point, integer and sampler
- * types.
- *
- * Section 4.5.2 (Precision Qualifiers) of the GLSL 1.30 spec says:
- * "Any floating point or any integer declaration can have the type
- * preceded by one of these precision qualifiers [...] Literal
- * constants do not have precision qualifiers. Neither do Boolean
- * variables.
- *
- * Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30
- * spec also says:
- *
- * "Precision qualifiers are added for code portability with OpenGL
- * ES, not for functionality. They have the same syntax as in OpenGL
- * ES."
- *
- * Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says:
- *
- * "uniform lowp sampler2D sampler;
- * highp vec2 coord;
- * ...
- * lowp vec4 col = texture2D (sampler, coord);
- * // texture2D returns lowp"
- *
- * From this, we infer that GLSL 1.30 (and later) should allow precision
- * qualifiers on sampler types just like float and integer types.
+ /* If a precision qualifier is allowed on a type, it is allowed on
+ * an array of that type.
*/
- if (this->type->qualifier.precision != ast_precision_none
- && !var->type->is_float()
- && !var->type->is_integer()
- && !var->type->is_record()
- && !var->type->is_sampler()
- && !(var->type->is_array()
- && (var->type->fields.array->is_float()
- || var->type->fields.array->is_integer()))) {
+ if (!(this->type->qualifier.precision == ast_precision_none
+ || precision_qualifier_allowed(var->type)
+ || (var->type->is_array()
+ && precision_qualifier_allowed(var->type->fields.array)))) {
_mesa_glsl_error(&loc, state,
"precision qualifiers apply only to floating point"