On 27.02.2018 15:07, Samuel Iglesias Gonsálvez wrote:


On 27/02/18 13:37, Tapani Pälli wrote:


On 01/30/2018 09:50 AM, Samuel Iglesias Gonsálvez wrote:
According to GLSL ES 3.2 spec, see table in 9.2.1 "Linked Shaders"
section, the precision qualifier should match for uniform variables.
This also applies to previous GLSL ES 3.x specs.

This 'if' checks the condition for uniform variables, while for UBOs
it is checked in link_interface_blocks.cpp.

Fixes: b50b82b8a553
("glsl/es31: precision qualifier doesn't need to match in shader
interface block members")

Signed-off-by: Samuel Iglesias Gonsálvez <sigles...@igalia.com>
---
   src/compiler/glsl/linker.cpp | 12 ++++--------
   1 file changed, 4 insertions(+), 8 deletions(-)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index ce101935b01..050b2906f6b 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1134,15 +1134,11 @@ cross_validate_globals(struct
gl_shader_program *prog,
                 return;
            }
-         /* Only in GLSL ES 3.10, the precision qualifier should not
match
-          * between block members defined in matched block names
within a
-          * shader interface.
-          *
-          * In GLSL ES 3.00 and ES 3.20, precision qualifier for
each block
-          * member should match.
+
+         /* Check the precision qualifier matches for uniform
variables. For UBOs,
+          * it is checked in link_interface_blocks.cpp.

I think this change is correct. However this comment started to bother
me, there was commit fc6d55952d08ea03d133c1178871b0d4d289a0cf that
says "glsl/es: precision qualifier doesn't need to match in UBOs". Do
we have precision qualifier matching for UBOs?


On GLSL ES they don't need to match, only on desktop GLSL. My intention
here was to indicate where such check is done for UBO inside Mesa for
desktop GLSL, not implying it is needed for GLSL ES at all. Sorry for
the confusion.

I can change the comment as:

"Check the precision qualifier matches for uniform variables on GLSL ES"

... and forget about the rest, if you agree.

Yeah, I think this would be nice and clear!

I also verified the mentioned 'Linked Shaders' table from GLSL ES 3.2 and 3.1 specs. I assume CI is happy as well;

Reviewed-by: Tapani Pälli <tapani.pa...@intel.com>


Sam


             */
-         if (prog->IsES && (prog->data->Version != 310 ||
-                            !var->get_interface_type()) &&
+         if (prog->IsES && !var->get_interface_type() &&
                existing->data.precision != var->data.precision) {
               if ((existing->data.used && var->data.used) ||
prog->data->Version >= 300) {
                  linker_error(prog, "declarations for %s `%s` have "




// Tapani
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