On Thu, 2015-01-08 at 13:54 +0200, Aras Pranckevicius wrote:
I see precision qualifiers being parsed and stored in the AST,
but I
don't see where this information is passed to the IR:
ir_variable or
glsl_type don't have this info, in fact,
*I see precision qualifiers being parsed and stored in the AST, but I
don't see where this information is passed to the IR: ir_variable or
glsl_type don't have this info, in fact, apply_type_qualifier_to_variable()
in ast_to_hir.cpp seems to ignore the ast precision qualifier data
Hi,
In GLSL ES when the same uniform is declared in multiple shaders it must
have the same precision qualifier. There are a few dEQP tests that fail
because this is not checked in Mesa.
I think the right place to add this check would be in
cross_validate_globals(), but to do this we would need
On Thursday, January 08, 2015 10:21:45 AM Iago Toral wrote:
Hi,
In GLSL ES when the same uniform is declared in multiple shaders it must
have the same precision qualifier. There are a few dEQP tests that fail
because this is not checked in Mesa.
I think the right place to add this check
On Thu, 2015-01-08 at 01:49 -0800, Kenneth Graunke wrote:
On Thursday, January 08, 2015 10:21:45 AM Iago Toral wrote:
Hi,
In GLSL ES when the same uniform is declared in multiple shaders it must
have the same precision qualifier. There are a few dEQP tests that fail
because this is not