{
public:
per_vertex_accumulator();
- void add_field(int slot, const glsl_type *type, const char *name);
+ void add_field(int slot, const glsl_type *type, int precision,
+ const char *name);
const glsl_type *construct_interface_instance() const;
private:
void
per_vertex_accumulator::add_field(int slot, const glsl_type *type,
- const char *name)
+ int precision, const char *name)
{
assert(this->num_fields < ARRAY_SIZE(this->fields));
this->fields[this->num_fields].type = type;
this->fields[this->num_fields].centroid = 0;
this->fields[this->num_fields].sample = 0;
this->fields[this->num_fields].patch = 0;
- this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
+ this->fields[this->num_fields].precision = precision;
this->fields[this->num_fields].memory_read_only = 0;
this->fields[this->num_fields].memory_write_only = 0;
this->fields[this->num_fields].memory_coherent = 0;
return symtab->get_type(name);
}
+ ir_variable *add_input(int slot, const glsl_type *type, int precision,
+ const char *name)
+ {
+ return add_variable(name, type, precision, ir_var_shader_in, slot);
+ }
+
ir_variable *add_input(int slot, const glsl_type *type, const char *name)
{
- return add_variable(name, type, ir_var_shader_in, slot);
+ return add_input(slot, type, GLSL_PRECISION_NONE, name);
+ }
+
+ ir_variable *add_output(int slot, const glsl_type *type, int precision,
+ const char *name)
+ {
+ return add_variable(name, type, precision, ir_var_shader_out, slot);
}
ir_variable *add_output(int slot, const glsl_type *type, const char *name)
{
- return add_variable(name, type, ir_var_shader_out, slot);
+ return add_output(slot, type, GLSL_PRECISION_NONE, name);
}
- ir_variable *add_index_output(int slot, int index, const glsl_type *type, const char *name)
+ ir_variable *add_index_output(int slot, int index, const glsl_type *type,
+ int precision, const char *name)
{
- return add_index_variable(name, type, ir_var_shader_out, slot, index);
+ return add_index_variable(name, type, precision, ir_var_shader_out, slot,
+ index);
}
+ ir_variable *add_system_value(int slot, const glsl_type *type, int precision,
+ const char *name)
+ {
+ return add_variable(name, type, precision, ir_var_system_value, slot);
+ }
ir_variable *add_system_value(int slot, const glsl_type *type,
const char *name)
{
- return add_variable(name, type, ir_var_system_value, slot);
+ return add_system_value(slot, type, GLSL_PRECISION_NONE, name);
}
ir_variable *add_variable(const char *name, const glsl_type *type,
- enum ir_variable_mode mode, int slot);
+ int precision, enum ir_variable_mode mode,
+ int slot);
ir_variable *add_index_variable(const char *name, const glsl_type *type,
- enum ir_variable_mode mode, int slot, int index);
- ir_variable *add_uniform(const glsl_type *type, const char *name);
- ir_variable *add_const(const char *name, int value);
+ int precision, enum ir_variable_mode mode,
+ int slot, int index);
+ ir_variable *add_uniform(const glsl_type *type, int precision,
+ const char *name);
+ ir_variable *add_uniform(const glsl_type *type, const char *name)
+ {
+ return add_uniform(type, GLSL_PRECISION_NONE, name);
+ }
+ ir_variable *add_const(const char *name, int precision, int value);
+ ir_variable *add_const(const char *name, int value)
+ {
+ return add_const(name, GLSL_PRECISION_MEDIUM, value);
+ }
ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
- void add_varying(int slot, const glsl_type *type, const char *name);
+ void add_varying(int slot, const glsl_type *type, int precision,
+ const char *name);
+ void add_varying(int slot, const glsl_type *type, const char *name)
+ {
+ add_varying(slot, type, GLSL_PRECISION_NONE, name);
+ }
exec_list * const instructions;
struct _mesa_glsl_parse_state * const state;
ir_variable *
builtin_variable_generator::add_index_variable(const char *name,
- const glsl_type *type,
- enum ir_variable_mode mode, int slot, int index)
+ const glsl_type *type,
+ int precision,
+ enum ir_variable_mode mode,
+ int slot, int index)
{
ir_variable *var = new(symtab) ir_variable(type, name, mode);
var->data.how_declared = ir_var_declared_implicitly;
var->data.explicit_index = 1;
var->data.index = index;
+ if (state->es_shader)
+ var->data.precision = precision;
+
/* Once the variable is created an initialized, add it to the symbol table
* and add the declaration to the IR stream.
*/
ir_variable *
builtin_variable_generator::add_variable(const char *name,
const glsl_type *type,
+ int precision,
enum ir_variable_mode mode, int slot)
{
ir_variable *var = new(symtab) ir_variable(type, name, mode);
var->data.explicit_location = (slot >= 0);
var->data.explicit_index = 0;
+ if (state->es_shader)
+ var->data.precision = precision;
+
/* Once the variable is created an initialized, add it to the symbol table
* and add the declaration to the IR stream.
*/
ir_variable *
builtin_variable_generator::add_uniform(const glsl_type *type,
+ int precision,
const char *name)
{
- ir_variable *const uni = add_variable(name, type, ir_var_uniform, -1);
+ ir_variable *const uni =
+ add_variable(name, type, precision, ir_var_uniform, -1);
const struct gl_builtin_uniform_desc* const statevar =
_mesa_glsl_get_builtin_uniform_desc(name);
ir_variable *
-builtin_variable_generator::add_const(const char *name, int value)
+builtin_variable_generator::add_const(const char *name, int precision,
+ int value)
{
ir_variable *const var = add_variable(name, glsl_type::int_type,
- ir_var_auto, -1);
+ precision, ir_var_auto, -1);
var->constant_value = new(var) ir_constant(value);
var->constant_initializer = new(var) ir_constant(value);
var->data.has_initializer = true;
int z)
{
ir_variable *const var = add_variable(name, glsl_type::ivec3_type,
+ GLSL_PRECISION_HIGH,
ir_var_auto, -1);
ir_constant_data data;
memset(&data, 0, sizeof(data));
if (state->is_version(410, 0) ||
state->ARB_viewport_array_enable ||
- state->OES_viewport_array_enable)
- add_const("gl_MaxViewports", state->Const.MaxViewports);
+ state->OES_viewport_array_enable) {
+ add_const("gl_MaxViewports", GLSL_PRECISION_HIGH,
+ state->Const.MaxViewports);
+ }
if (state->has_tessellation_shader()) {
add_const("gl_MaxPatchVertices", state->Const.MaxPatchVertices);
if (state->is_version(400, 320) ||
state->ARB_sample_shading_enable ||
state->OES_sample_variables_enable)
- add_uniform(int_t, "gl_NumSamples");
+ add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples");
add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
{
ir_variable *var;
- if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable)
- add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
+ if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
+ add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_VertexID");
+ }
if (state->is_version(460, 0)) {
add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
if (state->ARB_draw_instanced_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
- state->EXT_gpu_shader4_enable)
- add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
+ state->EXT_gpu_shader4_enable) {
+ add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_InstanceID");
+ }
if (state->ARB_shader_draw_parameters_enable) {
add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
void
builtin_variable_generator::generate_tcs_special_vars()
{
- add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
- add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
- add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
+ add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveID");
+ add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_InvocationID");
+ add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
+ "gl_PatchVerticesIn");
add_output(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
- "gl_TessLevelOuter")->data.patch = 1;
+ GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
add_output(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
- "gl_TessLevelInner")->data.patch = 1;
+ GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
/* XXX What to do if multiple are flipped on? */
int bbox_slot = state->ctx->Const.NoPrimitiveBoundingBoxOutput ? -1 :
VARYING_SLOT_BOUNDING_BOX0;
if (state->EXT_primitive_bounding_box_enable)
add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxEXT")
->data.patch = 1;
- if (state->OES_primitive_bounding_box_enable)
- add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBoxOES")
- ->data.patch = 1;
- if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable)
- add_output(bbox_slot, array(vec4_t, 2), "gl_BoundingBox")
- ->data.patch = 1;
+ if (state->OES_primitive_bounding_box_enable) {
+ add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
+ "gl_BoundingBoxOES")->data.patch = 1;
+ }
+ if (state->is_version(0, 320) || state->ARB_ES3_2_compatibility_enable) {
+ add_output(bbox_slot, array(vec4_t, 2), GLSL_PRECISION_HIGH,
+ "gl_BoundingBox")->data.patch = 1;
+ }
}
{
ir_variable *var;
- add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
- add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn");
- add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord");
+ add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveID");
+ add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, GLSL_PRECISION_HIGH,
+ "gl_PatchVerticesIn");
+ add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, GLSL_PRECISION_HIGH,
+ "gl_TessCoord");
if (this->state->ctx->Const.GLSLTessLevelsAsInputs) {
add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4),
- "gl_TessLevelOuter")->data.patch = 1;
+ GLSL_PRECISION_HIGH, "gl_TessLevelOuter")->data.patch = 1;
add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2),
- "gl_TessLevelInner")->data.patch = 1;
+ GLSL_PRECISION_HIGH, "gl_TessLevelInner")->data.patch = 1;
} else {
add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4),
- "gl_TessLevelOuter");
+ GLSL_PRECISION_HIGH, "gl_TessLevelOuter");
add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2),
- "gl_TessLevelInner");
+ GLSL_PRECISION_HIGH, "gl_TessLevelInner");
}
if (state->ARB_shader_viewport_layer_array_enable) {
var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
{
ir_variable *var;
- var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+ var = add_output(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, "gl_Layer");
var->data.interpolation = INTERP_MODE_FLAT;
if (state->is_version(410, 0) || state->ARB_viewport_array_enable ||
state->OES_viewport_array_enable) {
- var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ var = add_output(VARYING_SLOT_VIEWPORT, int_t, GLSL_PRECISION_HIGH,
+ "gl_ViewportIndex");
var->data.interpolation = INTERP_MODE_FLAT;
}
if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
- add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
+ add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_InvocationID");
}
/* Although gl_PrimitiveID appears in tessellation control and tessellation
* the specific case of gl_PrimitiveIDIn. So we don't need to treat
* gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
*/
- var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
+ var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveIDIn");
var->data.interpolation = INTERP_MODE_FLAT;
- var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
+ var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveID");
var->data.interpolation = INTERP_MODE_FLAT;
}
{
ir_variable *var;
- if (this->state->ctx->Const.GLSLFragCoordIsSysVal)
- add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, "gl_FragCoord");
- else
- add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
+ int frag_coord_precision = (state->is_version(0, 300) ?
+ GLSL_PRECISION_HIGH :
+ GLSL_PRECISION_MEDIUM);
+
+ if (this->state->ctx->Const.GLSLFragCoordIsSysVal) {
+ add_system_value(SYSTEM_VALUE_FRAG_COORD, vec4_t, frag_coord_precision,
+ "gl_FragCoord");
+ } else {
+ add_input(VARYING_SLOT_POS, vec4_t, frag_coord_precision, "gl_FragCoord");
+ }
if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
else
add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
- if (state->is_version(120, 100))
- add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
+ if (state->is_version(120, 100)) {
+ add_input(VARYING_SLOT_PNTC, vec2_t, GLSL_PRECISION_MEDIUM,
+ "gl_PointCoord");
+ }
if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
- var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
+ var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, GLSL_PRECISION_HIGH,
+ "gl_PrimitiveID");
var->data.interpolation = INTERP_MODE_FLAT;
}
* They were removed from GLSL ES 3.00.
*/
if (compatibility || !state->is_version(420, 300)) {
- add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
+ add_output(FRAG_RESULT_COLOR, vec4_t, GLSL_PRECISION_MEDIUM,
+ "gl_FragColor");
add_output(FRAG_RESULT_DATA0,
- array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
+ array(vec4_t, state->Const.MaxDrawBuffers),
+ GLSL_PRECISION_MEDIUM,
+ "gl_FragData");
}
if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
add_index_output(FRAG_RESULT_COLOR, 1, vec4_t,
- "gl_SecondaryFragColorEXT");
+ GLSL_PRECISION_MEDIUM, "gl_SecondaryFragColorEXT");
add_index_output(FRAG_RESULT_DATA0, 1,
array(vec4_t, state->Const.MaxDualSourceDrawBuffers),
- "gl_SecondaryFragDataEXT");
+ GLSL_PRECISION_MEDIUM, "gl_SecondaryFragDataEXT");
}
/* gl_FragDepth has always been in desktop GLSL, but did not appear in GLSL
* ES 1.00.
*/
- if (state->is_version(110, 300))
- add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepth");
+ if (state->is_version(110, 300)) {
+ add_output(FRAG_RESULT_DEPTH, float_t, GLSL_PRECISION_HIGH,
+ "gl_FragDepth");
+ }
if (state->EXT_frag_depth_enable)
add_output(FRAG_RESULT_DEPTH, float_t, "gl_FragDepthEXT");
if (state->is_version(400, 320) ||
state->ARB_sample_shading_enable ||
state->OES_sample_variables_enable) {
- add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, "gl_SampleID");
- add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, "gl_SamplePosition");
+ add_system_value(SYSTEM_VALUE_SAMPLE_ID, int_t, GLSL_PRECISION_LOW,
+ "gl_SampleID");
+ add_system_value(SYSTEM_VALUE_SAMPLE_POS, vec2_t, GLSL_PRECISION_MEDIUM,
+ "gl_SamplePosition");
/* From the ARB_sample_shading specification:
* "The number of elements in the array is ceil(<s>/32), where
* <s> is the maximum number of color samples supported by the
* Since no drivers expose more than 32x MSAA, we can simply set
* the array size to 1 rather than computing it.
*/
- add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1), "gl_SampleMask");
+ add_output(FRAG_RESULT_SAMPLE_MASK, array(int_t, 1),
+ GLSL_PRECISION_HIGH, "gl_SampleMask");
}
if (state->is_version(400, 320) ||
state->ARB_gpu_shader5_enable ||
state->OES_sample_variables_enable) {
- add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
+ add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1),
+ GLSL_PRECISION_HIGH, "gl_SampleMaskIn");
}
if (state->is_version(430, 320) ||
state->ARB_fragment_layer_viewport_enable ||
state->OES_geometry_shader_enable ||
state->EXT_geometry_shader_enable) {
- var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+ var = add_input(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
+ "gl_Layer");
var->data.interpolation = INTERP_MODE_FLAT;
}
*/
void
builtin_variable_generator::add_varying(int slot, const glsl_type *type,
- const char *name)
+ int precision, const char *name)
{
switch (state->stage) {
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
- this->per_vertex_in.add_field(slot, type, name);
+ this->per_vertex_in.add_field(slot, type, precision, name);
/* FALLTHROUGH */
case MESA_SHADER_VERTEX:
- this->per_vertex_out.add_field(slot, type, name);
+ this->per_vertex_out.add_field(slot, type, precision, name);
break;
case MESA_SHADER_FRAGMENT:
- add_input(slot, type, name);
+ add_input(slot, type, precision, name);
break;
case MESA_SHADER_COMPUTE:
/* Compute shaders don't have varyings. */
{
/* gl_Position and gl_PointSize are not visible from fragment shaders. */
if (state->stage != MESA_SHADER_FRAGMENT) {
- add_varying(VARYING_SLOT_POS, vec4_t, "gl_Position");
+ add_varying(VARYING_SLOT_POS, vec4_t, GLSL_PRECISION_HIGH, "gl_Position");
if (!state->es_shader ||
state->stage == MESA_SHADER_VERTEX ||
(state->stage == MESA_SHADER_GEOMETRY &&
state->stage == MESA_SHADER_TESS_EVAL) &&
(state->OES_tessellation_point_size_enable ||
state->EXT_tessellation_point_size_enable))) {
- add_varying(VARYING_SLOT_PSIZ, float_t, "gl_PointSize");
+ add_varying(VARYING_SLOT_PSIZ,
+ float_t,
+ state->is_version(0, 300) ?
+ GLSL_PRECISION_HIGH :
+ GLSL_PRECISION_MEDIUM,
+ "gl_PointSize");
}
}
if (state->has_clip_distance()) {
add_varying(VARYING_SLOT_CLIP_DIST0, array(float_t, 0),
- "gl_ClipDistance");
+ GLSL_PRECISION_HIGH, "gl_ClipDistance");
}
if (state->has_cull_distance()) {
add_varying(VARYING_SLOT_CULL_DIST0, array(float_t, 0),
- "gl_CullDistance");
+ GLSL_PRECISION_HIGH, "gl_CullDistance");
}
if (compatibility) {
const glsl_type *per_vertex_in_type =
this->per_vertex_in.construct_interface_instance();
add_variable("gl_in", array(per_vertex_in_type, state->Const.MaxPatchVertices),
- ir_var_shader_in, -1);
+ GLSL_PRECISION_NONE, ir_var_shader_in, -1);
}
if (state->stage == MESA_SHADER_GEOMETRY) {
const glsl_type *per_vertex_in_type =
this->per_vertex_in.construct_interface_instance();
add_variable("gl_in", array(per_vertex_in_type, 0),
- ir_var_shader_in, -1);
+ GLSL_PRECISION_NONE, ir_var_shader_in, -1);
}
if (state->stage == MESA_SHADER_TESS_CTRL) {
const glsl_type *per_vertex_out_type =
this->per_vertex_out.construct_interface_instance();
add_variable("gl_out", array(per_vertex_out_type, 0),
- ir_var_shader_out, -1);
+ GLSL_PRECISION_NONE, ir_var_shader_out, -1);
}
if (state->stage == MESA_SHADER_VERTEX ||
state->stage == MESA_SHADER_TESS_EVAL ||
const glsl_struct_field *fields = per_vertex_out_type->fields.structure;
for (unsigned i = 0; i < per_vertex_out_type->length; i++) {
ir_variable *var =
- add_variable(fields[i].name, fields[i].type, ir_var_shader_out,
- fields[i].location);
+ add_variable(fields[i].name, fields[i].type, fields[i].precision,
+ ir_var_shader_out, fields[i].location);
var->data.interpolation = fields[i].interpolation;
var->data.centroid = fields[i].centroid;
var->data.sample = fields[i].sample;
var->data.patch = fields[i].patch;
- var->data.precision = fields[i].precision;
var->init_interface_type(per_vertex_out_type);
}
}