mesa: do runtime validation of precision varyings only on ES
authorTapani Pälli <tapani.palli@intel.com>
Mon, 16 Nov 2015 06:43:12 +0000 (08:43 +0200)
committerTapani Pälli <tapani.palli@intel.com>
Tue, 17 Nov 2015 07:23:54 +0000 (09:23 +0200)
Precision qualifier should be ignored on desktop OpenGL.

v2: include spec quote (Samuel)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
src/mesa/main/shader_query.cpp

index 58ba04153e6160d29bbd1ab9f138f6bdfb80737a..14f849e0a9481fb914ae35bd6e780d0e7ec8b0f4 100644 (file)
@@ -1413,9 +1413,19 @@ _mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline)
 
    for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
       if (shProg[idx]) {
-         if (!validate_io(shProg[prev]->_LinkedShaders[prev],
-                          shProg[idx]->_LinkedShaders[idx]))
-            return false;
+         /* Since we now only validate precision, we can skip this step for
+          * desktop GLSL shaders, there precision qualifier is ignored.
+          *
+          * From OpenGL 4.50 Shading Language spec, section 4.7:
+          *     "For the purposes of determining if an output from one shader
+          *     stage matches an input of the next stage, the precision
+          *     qualifier need not match."
+          */
+         if (shProg[prev]->IsES || shProg[idx]->IsES) {
+            if (!validate_io(shProg[prev]->_LinkedShaders[prev],
+                             shProg[idx]->_LinkedShaders[idx]))
+               return false;
+         }
          prev = idx;
       }
    }