Hi Kenneth, On Tue, Nov 7, 2017 at 8:18 AM, Kenneth Graunke <kenn...@whitecape.org> wrote: > On Thursday, October 19, 2017 9:02:20 PM PST Tomasz Figa wrote: >> Hi Ian, Kenneth, >> >> On Wed, Sep 27, 2017 at 2:57 AM, Tomasz Figa <tf...@chromium.org> wrote: >> > Commit 259fc505454ea6a67aeacf6cdebf1398d9947759 added linker error for >> > mismatching uniform precision, as required by GLES 3.0 specification and >> > conformance test-suite. >> > >> > Several Android applications, including Forge of Empires, have shaders >> > which violate this rule, on uniforms that are declared but not used >> > further in shader code. The problem affects a big number of Android >> > games, including ones built on top of one of the common 2D graphics >> > engines and other GLES implementations accept this, which poses a serious >> > application compatibility issue. >> > >> > Starting from GLSL ES 3.0, declarations with conflicting precision >> > qualifiers are explicitly prohibited. However GLSL ES 1.00 does not >> > clearly specify the behavior, except that >> > >> > "Uniforms are defined to behave as if they are using the same storage in >> > the vertex and fragment processors and may be implemented this way. >> > If uniforms are used in both the vertex and fragment shaders, developers >> > should be warned if the precisions are different. Conversion of >> > precision should never be implicit." >> > >> > The word "used" is not clear in this context and might refer to >> > 1) declared (same as GLES 3.x) >> > 2) referred after post-processing, or >> > 3) linked after all optimizations are done. >> > >> > Looking at existing applications, 2) or 3) seems to be widely adopted. >> > To avoid compatibility issues, turn the error into a warning if GLSL ES >> > version is lower than 3.0 and the data is dead in at least one of the >> > shaders. >> > >> > v3: >> > - Add a comment explaining the behavior. >> > - Fix bad copy/paste in commit message (s/varyings/uniforms). >> >> Would you be able to take a look? >> >> Ian, I believe your previous NAK was due to the confusing erroneous >> copy/paste from the freedesktop bug I made in commit message. Looking >> at last comment from Kenneth there, we were going to go with my patch, >> but things remained quiet after that. >> >> Thanks, >> Tomasz > > Sorry, this completely fell off my radar. I've gone ahead and pushed > your patch. Dylan also sent out Piglit tests for this case today, which > I've reviewed.
No worries, thanks a lot! Best regards, Tomasz _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev