From: Anuj Phogat Date: Tue, 27 Aug 2013 01:21:03 +0000 (-0700) Subject: glsl: Allow precision qualifiers for sampler types X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=9c0b7be964f0cbb707ed11c2526a30eda5254d2e;p=mesa.git glsl: Allow precision qualifiers for sampler types GLSL 1.30 doesn't allow precision qualifiers on sampler types, but in GLSL ES, sampler types are also allowed. This seems like an oversight (since the intention of including these in GLSL 1.30 is to allow compatibility with ES shaders). Currently, Mesa allows "default" precision qualifiers to be set for sampler types in GLSL (commit d5948f2). This patch makes it follow GLSL ES rules and also allow declaring sampler variables with a precision qualifier in GLSL 1.30 (and later). e.g. uniform lowp sampler2D sampler; This fixes a shader compilation error in Khronos OpenGL conformance test "depth_texture_mipmap". V2: Update comments. Signed-off-by: Ian Romanick Signed-off-by: Anuj Phogat Reviewed-by: Ian Romanick Cc: --- diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index 192130a99b8..52059e4bfb3 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -3132,32 +3132,45 @@ ast_declarator_list::hir(exec_list *instructions, } - /* Precision qualifiers only apply to floating point and integer types. + /* Precision qualifiers apply to floating point, integer and sampler + * types. * - * From section 4.5.2 of the GLSL 1.30 spec: + * Section 4.5.2 (Precision Qualifiers) of the GLSL 1.30 spec says: * "Any floating point or any integer declaration can have the type * preceded by one of these precision qualifiers [...] Literal * constants do not have precision qualifiers. Neither do Boolean * variables. * - * In GLSL ES, sampler types are also allowed. + * Section 4.5 (Precision and Precision Qualifiers) of the GLSL 1.30 + * spec also says: * - * From page 87 of the GLSL ES spec: - * "RESOLUTION: Allow sampler types to take a precision qualifier." + * "Precision qualifiers are added for code portability with OpenGL + * ES, not for functionality. They have the same syntax as in OpenGL + * ES." + * + * Section 8 (Built-In Functions) of the GLSL ES 1.00 spec says: + * + * "uniform lowp sampler2D sampler; + * highp vec2 coord; + * ... + * lowp vec4 col = texture2D (sampler, coord); + * // texture2D returns lowp" + * + * From this, we infer that GLSL 1.30 (and later) should allow precision + * qualifiers on sampler types just like float and integer types. */ if (this->type->qualifier.precision != ast_precision_none && !var->type->is_float() && !var->type->is_integer() && !var->type->is_record() - && !(var->type->is_sampler() && state->es_shader) + && !var->type->is_sampler() && !(var->type->is_array() && (var->type->fields.array->is_float() || var->type->fields.array->is_integer()))) { _mesa_glsl_error(&loc, state, "precision qualifiers apply only to floating point" - "%s types", state->es_shader ? ", integer, and sampler" - : "and integer"); + ", integer and sampler types"); } /* From page 17 (page 23 of the PDF) of the GLSL 1.20 spec: