Track separate precision defaults for each kind of sampler, give initial defaults as per spec. Also make fragment floats have no default. Modify/add tests to adapt to these changes.

git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@22066 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich
2013-06-19 05:41:25 +00:00
parent c59d0cd9e6
commit 41a36bbb2f
13 changed files with 91 additions and 34 deletions

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@@ -1,23 +1,23 @@
#version 300 es
uniform sampler2D s2D;
uniform sampler3D s3D;
uniform lowp sampler3D s3D;
uniform samplerCube sCube;
uniform samplerCubeShadow sCubeShadow;
uniform sampler2DShadow s2DShadow;
uniform sampler2DArray s2DArray;
uniform sampler2DArrayShadow s2DArrayShadow;
uniform lowp samplerCubeShadow sCubeShadow;
uniform lowp sampler2DShadow s2DShadow;
uniform lowp sampler2DArray s2DArray;
uniform lowp sampler2DArrayShadow s2DArrayShadow;
uniform isampler2D is2D;
uniform isampler3D is3D;
uniform isamplerCube isCube;
uniform isampler2DArray is2DArray;
uniform usampler2D us2D;
uniform usampler3D us3D;
uniform usamplerCube usCube;
uniform usampler2DArray us2DArray;
uniform lowp isampler2D is2D;
uniform lowp isampler3D is3D;
uniform lowp isamplerCube isCube;
uniform lowp isampler2DArray is2DArray;
uniform lowp usampler2D us2D;
uniform lowp usampler3D us3D;
uniform lowp usamplerCube usCube;
uniform lowp usampler2DArray us2DArray;
precision lowp float;
in float c1D;
in vec2 c2D;
in vec3 c3D;
@@ -28,15 +28,15 @@ flat in ivec2 ic2D;
flat in ivec3 ic3D;
flat in ivec4 ic4D;
noperspective in vec4 badv; // ERROR
in sampler2D bads; // ERROR
precision lowp uint; // ERROR
in sampler2D bads; // ERROR
precision lowp uint; // ERROR
struct s {
int i;
sampler2D s; // ERROR
sampler2D s;
};
out s badout; // ERROR
out s badout; // ERROR
void main()
{

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@@ -1,9 +1,11 @@
#version 300 es
precision mediump float;
struct S {
vec4 u;
uvec4 v;
isampler3D sampler;
lowp isampler3D sampler;
vec3 w;
struct T1 { // ERROR
int a;
@@ -15,7 +17,7 @@ uniform S s;
uniform fooBlock {
uvec4 bv;
mat2 bm2;
isampler2D sampler; // ERROR
lowp isampler2D sampler; // ERROR
struct T2 { // ERROR
int a;
} t;
@@ -35,5 +37,5 @@ uniform barBlockArray {
void main()
{
texture(s.sampler, vec3(inst.ni, bv.y, insts[2].nbv.z));
insts[s.v.x]; // ERROR
insts[s.v.x]; // ERROR
}

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@@ -1,5 +1,5 @@
#version 300 es
precision mediump float;
in vec4 pos;
layout (location = 2) in vec4 color; // ERROR

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@@ -1,7 +1,7 @@
#version 300 es
uniform block {
float f;
mediump float f;
} instanceName;
struct S {

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@@ -1,3 +1,5 @@
#version 110
uniform vec4 bigColor;
varying vec4 BaseColor;
uniform float d;

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@@ -1,6 +1,6 @@
#version 100
varying vec3 color;
varying vec3 color; // ERRROR, there is no default qualifier for float
lowp vec2 foo(mediump vec3 mv3)
{

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@@ -1,7 +1,7 @@
#version 300 es
uniform int c, d;
in float x;
highp in float x;
void main()
{

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@@ -11,6 +11,7 @@ versionsErrors.vert
130.frag
140.frag
precision.frag
precision.vert
nonSquare.vert
matrixError.vert
cppSimple.vert

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@@ -1,8 +1,8 @@
#version 300 es
in uvec2 badu; // ERROR
flat in uvec2 t;
in float f;
in vec2 tc;
in highp float f;
in highp vec2 tc;
in bool bad; // ERROR
uniform uvec4 v;
uniform int i;
@@ -10,7 +10,7 @@ uniform bool b;
out uvec4 c;
uniform usampler2D usampler;
uniform lowp usampler2D usampler;
void main()
{

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@@ -33,10 +33,10 @@
//
#version 300 es
in vec3 color;
out vec4 foo;
in highp vec3 color;
out highp vec4 foo;
uniform sampler2DArrayShadow bar;
uniform highp sampler2DArrayShadow bar;
void main()
{