Re: [Mesa-dev] [PATCH] glsl: Allow precision mismatch on dead data with GLSL ES 1.00

2017-09-26 Thread Tomasz Figa
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

Re: [Mesa-dev] [PATCH] glsl: Allow precision mismatch on dead data with GLSL ES 1.00

2017-09-26 Thread Ian Romanick
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

Re: [Mesa-dev] [PATCH] glsl: Allow precision mismatch on dead data with GLSL ES 1.00

2017-09-26 Thread Chad Versace
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

Re: [Mesa-dev] [PATCH] glsl: Allow precision mismatch on dead data with GLSL ES 1.00

2017-09-26 Thread Kenneth Graunke
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!___ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.fr

[Mesa-dev] [PATCH] glsl: Allow precision mismatch on dead data with GLSL ES 1.00

2017-09-26 Thread Tomasz Figa
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