From f4f30ad730b7dafaadafda63344012203543894c Mon Sep 17 00:00:00 2001 From: =?utf8?q?Tapani=20P=C3=A4lli?= Date: Mon, 16 Nov 2015 08:43:12 +0200 Subject: [PATCH] mesa: do runtime validation of precision varyings only on ES MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Precision qualifier should be ignored on desktop OpenGL. v2: include spec quote (Samuel) Signed-off-by: Tapani Pälli Reviewed-by: Samuel Iglesias Gonsálvez --- src/mesa/main/shader_query.cpp | 16 +++++++++++++--- 1 file changed, 13 insertions(+), 3 deletions(-) diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp index 58ba041..14f849e 100644 --- a/src/mesa/main/shader_query.cpp +++ b/src/mesa/main/shader_query.cpp @@ -1413,9 +1413,19 @@ _mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline) for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) { if (shProg[idx]) { - if (!validate_io(shProg[prev]->_LinkedShaders[prev], - shProg[idx]->_LinkedShaders[idx])) - return false; + /* Since we now only validate precision, we can skip this step for + * desktop GLSL shaders, there precision qualifier is ignored. + * + * From OpenGL 4.50 Shading Language spec, section 4.7: + * "For the purposes of determining if an output from one shader + * stage matches an input of the next stage, the precision + * qualifier need not match." + */ + if (shProg[prev]->IsES || shProg[idx]->IsES) { + if (!validate_io(shProg[prev]->_LinkedShaders[prev], + shProg[idx]->_LinkedShaders[idx])) + return false; + } prev = idx; } } -- 2.7.4