On Wed, Sep 27, 2017 at 9:29 AM, Ian Romanick wrote:
> NAK.
>
> You mention varyings in the commit message, but then you quote spec text
> about uniforms.
Sorry, the part about varyings was a bad copy paste from the old
workaround patch on the bugzilla. The problem here is about uniforms.
> This
NAK.
You mention varyings in the commit message, but then you quote spec text
about uniforms. This bugged me, so I actually went and looked at the
GLSL ES 1.00 specification.
Section 4.3.5 (Varying) of the GLSL ES 1.00 specification says:
The precision of varying variables does not need to
On Tue 26 Sep 2017, Tomasz Figa wrote:
> Commit 259fc505454ea6a67aeacf6cdebf1398d9947759 added linker error for
> mismatching uniform precision, as required by GLES 3.0 specification and
> conformance test-suite.
>
> Several Android applications, including Forge of Empires, have shaders
> which vi
This seems reasonable to me, and gets myReviewed-by: Kenneth Graunke but I would wait to hear back from Ian since he's been looking at this too.Thanks for researching this carefully!___
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Commit 259fc505454ea6a67aeacf6cdebf1398d9947759 added linker error for
mismatching uniform precision, as required by GLES 3.0 specification and
conformance test-suite.
Several Android applications, including Forge of Empires, have shaders
which violate this rule, on a dead varying that will be eli