diff options
author | Kenneth Graunke <kenneth@whitecape.org> | 2011-03-26 23:37:09 -0700 |
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committer | Kenneth Graunke <kenneth@whitecape.org> | 2011-04-02 20:11:10 -0700 |
commit | b39603e00849e3e99d2ef9bc6b409898a03ad79b (patch) | |
tree | 3816e9927343e3a3258b5c8ec3e80c4260fb11ab | |
parent | 73f7453318633f2c5685c10f7bebce91e6e1868f (diff) |
glsl: Accept precision qualifiers on sampler types, but only in ES.
GLSL 1.30 states clearly that only float and int are allowed, while the
GLSL ES specification's issues section states that sampler types may
take precision qualifiers.
Fixes compilation failures in 3DMarkMobileES 2.0 and GLBenchmark 2.0.
(cherry-picked from commit 8752824f27c979986ae855667337e89637b005fb)
-rw-r--r-- | src/glsl/ast_to_hir.cpp | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index b87e2fcf07c..ec25bcbd42b 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -2494,17 +2494,24 @@ ast_declarator_list::hir(exec_list *instructions, * 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. + * + * From page 87 of the GLSL ES spec: + * "RESOLUTION: Allow sampler types to take a precision qualifier." */ if (this->type->specifier->precision != ast_precision_none && !var->type->is_float() && !var->type->is_integer() + && !(var->type->is_sampler() && state->es_shader) && !(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 " - "and integer types"); + "precision qualifiers apply only to floating point" + "%s types", state->es_shader ? ", integer, and sampler" + : "and integer"); } /* Process the initializer and add its instructions to a temporary |