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-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"