diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/glsl/ast_to_hir.cpp | 71 |
1 files changed, 35 insertions, 36 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index a701753d959..7206f1bd913 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -2116,6 +2116,41 @@ process_array_type(YYLTYPE *loc, const glsl_type *base, return array_type; } +static bool +precision_qualifier_allowed(const glsl_type *type) +{ + /* Precision qualifiers apply to floating point, integer and opaque + * 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->contains_opaque(); +} const glsl_type * ast_type_specifier::glsl_type(const char **name, @@ -3610,42 +3645,6 @@ validate_identifier(const char *identifier, YYLTYPE loc, } } -static bool -precision_qualifier_allowed(const glsl_type *type) -{ - /* Precision qualifiers apply to floating point, integer and opaque - * 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->contains_opaque(); -} - ir_rvalue * ast_declarator_list::hir(exec_list *instructions, struct _mesa_glsl_parse_state *state) |