Re: [Mesa-dev] [PATCH] glsl: set user defined varyings to smooth by default in ES

2016-02-16 Thread Ian Romanick
On 02/15/2016 11:26 PM, Iago Toral wrote:
> On Tue, 2016-02-16 at 11:03 +1100, Timothy Arceri wrote:
>> This is usually handled by the backends in order to handle the
>> various interactions with the gl_*Color built-ins.
>>
>> The problem is this means linking will fail if one side on the
>> interface adds the smooth qualifier to the varying and the other
>> side just uses the default even though they match.
>>
>> This fixes various deqp tests. The spec is not clear what to for
>> deskto GL so leave it as is for now.
   desktop

>>
>> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92743
>> ---
>>  src/compiler/glsl/ast_to_hir.cpp | 11 +++
>>  1 file changed, 11 insertions(+)
>>
>> diff --git a/src/compiler/glsl/ast_to_hir.cpp 
>> b/src/compiler/glsl/ast_to_hir.cpp
>> index b639378..4203cd5 100644
>> --- a/src/compiler/glsl/ast_to_hir.cpp
>> +++ b/src/compiler/glsl/ast_to_hir.cpp
>> @@ -2750,6 +2750,17 @@ interpret_interpolation_qualifier(const struct 
>> ast_type_qualifier *qual,
>>"vertex shader inputs or fragment shader outputs",
>>interpolation_string(interpolation));
>>}
>> +   } else if (state->es_shader &&
>> +  ((mode == ir_var_shader_in &&
>> +state->stage != MESA_SHADER_VERTEX) ||
>> +   (mode == ir_var_shader_out &&
>> +state->stage != MESA_SHADER_FRAGMENT))) {
>> +  /* From Section 4.3.9 (Interpolation) of the GLSL ES spec:

 Section 4.3.8 (Interpolation) of the GLSL ES X.Y spec says:

>> +   *
>> +   *" When no interpolation qualifier is present, smooth 
>> interpolation
 ^ Extra space

With those fixed, this patch is

Reviewed-by: Ian Romanick 

>> +   *is used."
>> +   */
>> +  interpolation = INTERP_QUALIFIER_SMOOTH;
>> }
>>  
>> return interpolation;
> 
> Reviewed-by: Iago Toral Quiroga 
> 
> 
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Re: [Mesa-dev] [PATCH] glsl: set user defined varyings to smooth by default in ES

2016-02-15 Thread Iago Toral
On Tue, 2016-02-16 at 11:03 +1100, Timothy Arceri wrote:
> This is usually handled by the backends in order to handle the
> various interactions with the gl_*Color built-ins.
> 
> The problem is this means linking will fail if one side on the
> interface adds the smooth qualifier to the varying and the other
> side just uses the default even though they match.
> 
> This fixes various deqp tests. The spec is not clear what to for
> deskto GL so leave it as is for now.
> 
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92743
> ---
>  src/compiler/glsl/ast_to_hir.cpp | 11 +++
>  1 file changed, 11 insertions(+)
> 
> diff --git a/src/compiler/glsl/ast_to_hir.cpp 
> b/src/compiler/glsl/ast_to_hir.cpp
> index b639378..4203cd5 100644
> --- a/src/compiler/glsl/ast_to_hir.cpp
> +++ b/src/compiler/glsl/ast_to_hir.cpp
> @@ -2750,6 +2750,17 @@ interpret_interpolation_qualifier(const struct 
> ast_type_qualifier *qual,
>"vertex shader inputs or fragment shader outputs",
>interpolation_string(interpolation));
>}
> +   } else if (state->es_shader &&
> +  ((mode == ir_var_shader_in &&
> +state->stage != MESA_SHADER_VERTEX) ||
> +   (mode == ir_var_shader_out &&
> +state->stage != MESA_SHADER_FRAGMENT))) {
> +  /* From Section 4.3.9 (Interpolation) of the GLSL ES spec:
> +   *
> +   *" When no interpolation qualifier is present, smooth 
> interpolation
> +   *is used."
> +   */
> +  interpolation = INTERP_QUALIFIER_SMOOTH;
> }
>  
> return interpolation;

Reviewed-by: Iago Toral Quiroga 


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[Mesa-dev] [PATCH] glsl: set user defined varyings to smooth by default in ES

2016-02-15 Thread Timothy Arceri
This is usually handled by the backends in order to handle the
various interactions with the gl_*Color built-ins.

The problem is this means linking will fail if one side on the
interface adds the smooth qualifier to the varying and the other
side just uses the default even though they match.

This fixes various deqp tests. The spec is not clear what to for
deskto GL so leave it as is for now.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92743
---
 src/compiler/glsl/ast_to_hir.cpp | 11 +++
 1 file changed, 11 insertions(+)

diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
index b639378..4203cd5 100644
--- a/src/compiler/glsl/ast_to_hir.cpp
+++ b/src/compiler/glsl/ast_to_hir.cpp
@@ -2750,6 +2750,17 @@ interpret_interpolation_qualifier(const struct 
ast_type_qualifier *qual,
   "vertex shader inputs or fragment shader outputs",
   interpolation_string(interpolation));
   }
+   } else if (state->es_shader &&
+  ((mode == ir_var_shader_in &&
+state->stage != MESA_SHADER_VERTEX) ||
+   (mode == ir_var_shader_out &&
+state->stage != MESA_SHADER_FRAGMENT))) {
+  /* From Section 4.3.9 (Interpolation) of the GLSL ES spec:
+   *
+   *" When no interpolation qualifier is present, smooth interpolation
+   *is used."
+   */
+  interpolation = INTERP_QUALIFIER_SMOOTH;
}
 
return interpolation;
-- 
2.5.0

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