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authormarha <marha@users.sourceforge.net>2013-02-15 08:16:33 +0100
committermarha <marha@users.sourceforge.net>2013-02-15 08:16:33 +0100
commit6f6a2340d40759b77ef43965efdd24f3e4e623fd (patch)
treeeb25fb9622df69a72ee33e655617a1127780cb90 /mesalib/src/glsl/ast_to_hir.cpp
parentb41f74438672dd682bc01ae818cb3da654f22c1e (diff)
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libxcb mesa xserver xkeyboard-config git update 15 Feb 2013
xserver commit 90642948cc78834d95f7a3bddaac7ff77b68ed7e libxcb commit 0dd8f8d26a758bc385e79d9239bf6ef2e3d7bf13 xkeyboard-config commit 067b0e4fd8d4fe707d86b24ae83bcacb61624231 mesa commit 6dbe94c12cd1b3b912a7083055178e0dfd7372af
Diffstat (limited to 'mesalib/src/glsl/ast_to_hir.cpp')
-rw-r--r--mesalib/src/glsl/ast_to_hir.cpp98
1 files changed, 77 insertions, 21 deletions
diff --git a/mesalib/src/glsl/ast_to_hir.cpp b/mesalib/src/glsl/ast_to_hir.cpp
index 49093d88f..92065f5b7 100644
--- a/mesalib/src/glsl/ast_to_hir.cpp
+++ b/mesalib/src/glsl/ast_to_hir.cpp
@@ -2821,30 +2821,46 @@ ast_declarator_list::hir(exec_list *instructions,
}
}
- /* Integer vertex outputs must be qualified with 'flat'.
+ /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES,
+ * so must integer vertex outputs.
*
- * From section 4.3.6 of the GLSL 1.30 spec:
- * "If a vertex output is a signed or unsigned integer or integer
- * vector, then it must be qualified with the interpolation qualifier
- * flat."
- *
- * From section 4.3.4 of the GLSL 3.00 ES spec:
+ * From section 4.3.4 ("Inputs") of the GLSL 1.50 spec:
* "Fragment shader inputs that are signed or unsigned integers or
* integer vectors must be qualified with the interpolation qualifier
* flat."
*
- * Since vertex outputs and fragment inputs must have matching
- * qualifiers, these two requirements are equivalent.
+ * From section 4.3.4 ("Input Variables") of the GLSL 3.00 ES spec:
+ * "Fragment shader inputs that are, or contain, signed or unsigned
+ * integers or integer vectors must be qualified with the
+ * interpolation qualifier flat."
+ *
+ * From section 4.3.6 ("Output Variables") of the GLSL 3.00 ES spec:
+ * "Vertex shader outputs that are, or contain, signed or unsigned
+ * integers or integer vectors must be qualified with the
+ * interpolation qualifier flat."
+ *
+ * Note that prior to GLSL 1.50, this requirement applied to vertex
+ * outputs rather than fragment inputs. That creates problems in the
+ * presence of geometry shaders, so we adopt the GLSL 1.50 rule for all
+ * desktop GL shaders. For GLSL ES shaders, we follow the spec and
+ * apply the restriction to both vertex outputs and fragment inputs.
+ *
+ * Note also that the desktop GLSL specs are missing the text "or
+ * contain"; this is presumably an oversight, since there is no
+ * reasonable way to interpolate a fragment shader input that contains
+ * an integer.
*/
- if (state->is_version(130, 300)
- && state->target == vertex_shader
- && state->current_function == NULL
- && var->type->is_integer()
- && var->mode == ir_var_shader_out
- && var->interpolation != INTERP_QUALIFIER_FLAT) {
-
- _mesa_glsl_error(&loc, state, "If a vertex output is an integer, "
- "then it must be qualified with 'flat'");
+ if (state->is_version(130, 300) &&
+ var->type->contains_integer() &&
+ var->interpolation != INTERP_QUALIFIER_FLAT &&
+ ((state->target == fragment_shader && var->mode == ir_var_shader_in)
+ || (state->target == vertex_shader && var->mode == ir_var_shader_out
+ && state->es_shader))) {
+ const char *var_type = (state->target == vertex_shader) ?
+ "vertex output" : "fragment input";
+ _mesa_glsl_error(&loc, state, "If a %s is (or contains) "
+ "an integer, then it must be qualified with 'flat'",
+ var_type);
}
@@ -3967,6 +3983,47 @@ ast_iteration_statement::hir(exec_list *instructions,
}
+/**
+ * Determine if the given type is valid for establishing a default precision
+ * qualifier.
+ *
+ * From GLSL ES 3.00 section 4.5.4 ("Default Precision Qualifiers"):
+ *
+ * "The precision statement
+ *
+ * precision precision-qualifier type;
+ *
+ * can be used to establish a default precision qualifier. The type field
+ * can be either int or float or any of the sampler types, and the
+ * precision-qualifier can be lowp, mediump, or highp."
+ *
+ * GLSL ES 1.00 has similar language. GLSL 1.30 doesn't allow precision
+ * qualifiers on sampler types, but this seems like an oversight (since the
+ * intention of including these in GLSL 1.30 is to allow compatibility with ES
+ * shaders). So we allow int, float, and all sampler types regardless of GLSL
+ * version.
+ */
+static bool
+is_valid_default_precision_type(const struct _mesa_glsl_parse_state *state,
+ const char *type_name)
+{
+ const struct glsl_type *type = state->symbols->get_type(type_name);
+ if (type == NULL)
+ return false;
+
+ switch (type->base_type) {
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_FLOAT:
+ /* "int" and "float" are valid, but vectors and matrices are not. */
+ return type->vector_elements == 1 && type->matrix_columns == 1;
+ case GLSL_TYPE_SAMPLER:
+ return true;
+ default:
+ return false;
+ }
+}
+
+
ir_rvalue *
ast_type_specifier::hir(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
@@ -4007,11 +4064,10 @@ ast_type_specifier::hir(exec_list *instructions,
"arrays");
return NULL;
}
- if (strcmp(this->type_name, "float") != 0 &&
- strcmp(this->type_name, "int") != 0) {
+ if (!is_valid_default_precision_type(state, this->type_name)) {
_mesa_glsl_error(&loc, state,
"default precision statements apply only to types "
- "float and int");
+ "float, int, and sampler types");
return NULL;
}