glsl: Set default precision on record members
authorNeil Roberts <nroberts@igalia.com>
Mon, 22 Apr 2019 14:33:38 +0000 (16:33 +0200)
committerNeil Roberts <nroberts@igalia.com>
Fri, 14 Jun 2019 07:29:53 +0000 (09:29 +0200)
Record types have their own slot to store the precision for each
member in glsl_struct_field. Previously if the member didn’t have an
explicit precision qualifier this was being left as
GLSL_PRECISION_NONE. This patch makes it take into account the type’s
default precision qualifier like it does for regular variables in
apply_type_qualifier_to_variable.

This has the additional benefit of correctly reporting an error when a
float type is used in a struct without declaring the default type.

Reviewed-by: Eric Anholt <eric@anholt.net>
src/compiler/glsl/ast_to_hir.cpp

index 4f062ba15435cee7ce517ffff85894a972e76b80..26f72fc092538ba64a8745e723ed43c9ccf4e8b9 100644 (file)
@@ -7360,7 +7360,6 @@ ast_process_struct_or_iface_block_members(exec_list *instructions,
          fields[i].centroid = qual->flags.q.centroid ? 1 : 0;
          fields[i].sample = qual->flags.q.sample ? 1 : 0;
          fields[i].patch = qual->flags.q.patch ? 1 : 0;
-         fields[i].precision = qual->precision;
          fields[i].offset = -1;
          fields[i].explicit_xfb_buffer = explicit_xfb_buffer;
          fields[i].xfb_buffer = xfb_buffer;
@@ -7558,6 +7557,16 @@ ast_process_struct_or_iface_block_members(exec_list *instructions,
             }
          }
 
+         /* Precision qualifiers do not hold any meaning in Desktop GLSL */
+         if (state->es_shader) {
+            fields[i].precision = select_gles_precision(qual->precision,
+                                                        field_type,
+                                                        state,
+                                                        &loc);
+         } else {
+            fields[i].precision = qual->precision;
+         }
+
          i++;
       }
    }