return desc->channel[i].size <= 10; /* unorm/snorm */
}
+ /* Handle special calls. */
+ if (ir->callee->is_builtin() && ir->actual_parameters.length()) {
+ ir_rvalue *param = (ir_rvalue*)ir->actual_parameters.get_head();
+ ir_variable *var = param->variable_referenced();
+
+ /* Handle builtin wrappers around ir_texture opcodes. These wrappers will
+ * be inlined by lower_precision() if we return true here, so that we can
+ * get to ir_texture later and do proper lowering.
+ *
+ * We should lower the type of the return value if the sampler type
+ * uses lower precision. The function parameters don't matter.
+ */
+ if (var && var->type->without_array()->is_sampler()) {
+ return var->data.precision == GLSL_PRECISION_MEDIUM ||
+ var->data.precision == GLSL_PRECISION_LOW;
+ }
+ }
+
if (!ir->callee->is_builtin())
return false;
}
""",
r'\(expression +uint +/'),
+ Test("f32 sampler array",
+ """
+ #version 320 es
+ precision mediump float;
+ precision mediump int;
+
+ uniform sampler2D tex[2];
+ // highp shouldn't affect the return value of texture2D
+ uniform highp vec2 coord;
+ uniform float divisor;
+ uniform int index;
+
+ out highp vec4 color;
+
+ void main()
+ {
+ color = texture2D(tex[index], coord) / divisor;
+ }
+ """,
+ r'\(expression +f16vec4 +/.*\(tex +f16vec4 +'),
Test("f32 texture sample",
"""
precision mediump float;
uniform sampler2D tex;
- uniform vec2 coord;
+ // highp shouldn't affect the return value of texture2D
+ uniform highp vec2 coord;
uniform float divisor;
void main()
precision mediump int;
uniform mediump isampler2D tex;
- uniform vec2 coord;
+ // highp shouldn't affect the return value of texture
+ uniform highp vec2 coord;
uniform int divisor;
out highp ivec4 color;
precision mediump int;
uniform mediump usampler2D tex;
- uniform vec2 coord;
+ // highp shouldn't affect the return value of texture
+ uniform highp vec2 coord;
uniform uint divisor;
out highp uvec4 color;
precision mediump int;
layout(rgba16f) readonly uniform mediump image2D img;
- uniform ivec2 coord;
+ // highp shouldn't affect the return value of imageLoad
+ uniform highp ivec2 coord;
uniform float divisor;
out highp vec4 color;
precision mediump int;
layout(rgba16i) readonly uniform mediump iimage2D img;
- uniform ivec2 coord;
+ // highp shouldn't affect the return value of imageLoad
+ uniform highp ivec2 coord;
uniform int divisor;
out highp ivec4 color;
precision mediump int;
layout(rgba16ui) readonly uniform mediump uimage2D img;
- uniform ivec2 coord;
+ // highp shouldn't affect the return value of imageLoad
+ uniform highp ivec2 coord;
uniform uint divisor;
out highp uvec4 color;