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
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 t
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 c
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 to