[Mesa-dev] [Bug 97804] Later precision statement isn't overriding earlier one

2016-10-27 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=97804

Eero Tamminen  changed:

   What|Removed |Added

 Status|RESOLVED|VERIFIED

--- Comment #4 from Eero Tamminen  ---
Verified.  "glmark2-es2 -b jellyfish" works now, and old versions of terrain &
ideas tests fail as expected.

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[Mesa-dev] [Bug 97804] Later precision statement isn't overriding earlier one

2016-10-26 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=97804

Samuel Iglesias  changed:

   What|Removed |Added

 Resolution|--- |FIXED
 Status|NEW |RESOLVED

--- Comment #3 from Samuel Iglesias  ---
Piglit test and Mesa fix pushed:

commit 0e742926c6895dcaf8bdbe43022c8a0bc74fdd96
Author: Samuel Iglesias Gonsálvez 
Date:   Fri Oct 21 08:23:59 2016 +0200

glsl: update default precision qualifier when it is set in the shader

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[Mesa-dev] [Bug 97804] Later precision statement isn't overriding earlier one

2016-10-20 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=97804

--- Comment #2 from Samuel Iglesias  ---
I wrote a piglit test that reproduces the failure:

https://lists.freedesktop.org/archives/piglit/2016-October/021103.html

And sent a couple of patches to fix it in Mesa:

https://lists.freedesktop.org/archives/mesa-dev/2016-October/132772.html

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[Mesa-dev] [Bug 97804] Later precision statement isn't overriding earlier one

2016-10-19 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=97804

Eero Tamminen  changed:

   What|Removed |Added

   See Also||https://bugs.freedesktop.or
   ||g/show_bug.cgi?id=98243

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[Mesa-dev] [Bug 97804] Later precision statement isn't overriding earlier one

2016-09-15 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=97804

--- Comment #1 from Eero Tamminen  ---
GL 4.5 GLSL spec:
  https://www.opengl.org/registry/doc/GLSLangSpec.4.50.pdf

Says the same in "4.7.3 Default Precision Qualifiers":
"Multiple precision statements for the same basic type can appear inside the
same scope, with later statements overriding earlier statements within that
scope."

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[Mesa-dev] [Bug 97804] Later precision statement isn't overriding earlier one

2016-09-15 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=97804

Tapani Pälli  changed:

   What|Removed |Added

 CC||lem...@gmail.com

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[Mesa-dev] [Bug 97804] Later precision statement isn't overriding earlier one

2016-09-15 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=97804

Eero Tamminen  changed:

   What|Removed |Added

 Attachment #126514|Glmark2 shader triggering   |Glmark2-es2 Jellyfish
description|the bug |shader_test triggering the
   ||bug

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[Mesa-dev] [Bug 97804] Later precision statement isn't overriding earlier one

2016-09-14 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=97804

Bug ID: 97804
   Summary: Later precision statement isn't overriding earlier one
   Product: Mesa
   Version: git
  Hardware: Other
OS: All
Status: NEW
  Severity: normal
  Priority: medium
 Component: glsl-compiler
  Assignee: mesa-dev@lists.freedesktop.org
  Reporter: eero.t.tammi...@intel.com
QA Contact: intel-3d-b...@lists.freedesktop.org

Created attachment 126514
  --> https://bugs.freedesktop.org/attachment.cgi?id=126514&action=edit
Glmark2 shader triggering the bug

GLES 3.2 spec:
https://www.khronos.org/registry/gles/specs/3.2/GLSL_ES_Specification_3.20.pdf

States following in "4.7.4 Default Precision Qualifiers":

Non-precision qualified declarations will use the precision qualifier specified
in the most recent precision statement that is still in scope. The precision
statement has the same scoping rules as variable declarations.
...
*Multiple precision statements for the same basic type can appear inside the
same scope, with later statements overriding earlier statements within that
scope.*
...
"
All languages except for the fragment language have the following predeclared
globally scoped default precision statements:
   precision highp float;
...
The fragment language has no default precision qualifier for floating point
types. Hence for float, floating point vector and matrix variable declarations,
either the declaration must include a precision qualifier or the default float
precision must have been previously declared.


Check for latter was added with bug 60737, but precision overriding doesn't
seem to work.

Attached Glmark2 shader test fails to Mesa bug 97532.  Vertex shader float
uniform defaults to highp, and same should happen in fragment shader, however,
that happens only if the first precision statement in shader is removed, as
only then it will pass the linker check.  I.e.  precision overriding doesn't
work.

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