}
+/**
+ * Determine if the given type is valid for establishing a default precision
+ * qualifier.
+ *
+ * From GLSL ES 3.00 section 4.5.4 ("Default Precision Qualifiers"):
+ *
+ * "The precision statement
+ *
+ * precision precision-qualifier type;
+ *
+ * can be used to establish a default precision qualifier. The type field
+ * can be either int or float or any of the sampler types, and the
+ * precision-qualifier can be lowp, mediump, or highp."
+ *
+ * GLSL ES 1.00 has similar language. GLSL 1.30 doesn't allow precision
+ * qualifiers on sampler types, but this seems like an oversight (since the
+ * intention of including these in GLSL 1.30 is to allow compatibility with ES
+ * shaders). So we allow int, float, and all sampler types regardless of GLSL
+ * version.
+ */
+static bool
+is_valid_default_precision_type(const struct _mesa_glsl_parse_state *state,
+ const char *type_name)
+{
+ const struct glsl_type *type = state->symbols->get_type(type_name);
+ if (type == NULL)
+ return false;
+
+ switch (type->base_type) {
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_FLOAT:
+ /* "int" and "float" are valid, but vectors and matrices are not. */
+ return type->vector_elements == 1 && type->matrix_columns == 1;
+ case GLSL_TYPE_SAMPLER:
+ return true;
+ default:
+ return false;
+ }
+}
+
+
ir_rvalue *
ast_type_specifier::hir(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
"arrays");
return NULL;
}
- if (strcmp(this->type_name, "float") != 0 &&
- strcmp(this->type_name, "int") != 0) {
+ if (!is_valid_default_precision_type(state, this->type_name)) {
_mesa_glsl_error(&loc, state,
"default precision statements apply only to types "
- "float and int");
+ "float, int, and sampler types");
return NULL;
}