Front-end: Implement 2nd task of issue #400; precision of result and operation.
From the ES spec + Bugzilla 15931 and GL_KHR_vulkan_glsl: - Update precision qualifiers for all built-in function prototypes. - Implement the new algorithm used to distinguish built-in function operation precisions from result precisions. Also add tracking of separate result and operation precisions, and use that in generating SPIR-V. (SPIR-V cares about precision of operation, while the front-end cares about precision of result, for propagation.)
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@@ -14,7 +14,7 @@ Shader version: 100
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0:9 true case
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0:10 move second child to first child (temp highp 4-component vector of float)
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0:10 'color' (temp highp 4-component vector of float)
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0:10 texture (global lowp 4-component vector of float)
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0:10 texture (global lowp 4-component vector of float, operation at mediump)
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0:10 'sampler' (uniform lowp sampler2D)
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0:10 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float PointCoord)
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0:9 false case
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@@ -50,7 +50,7 @@ Shader version: 100
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0:9 true case
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0:10 move second child to first child (temp highp 4-component vector of float)
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0:10 'color' (temp highp 4-component vector of float)
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0:10 texture (global lowp 4-component vector of float)
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0:10 texture (global lowp 4-component vector of float, operation at mediump)
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0:10 'sampler' (uniform lowp sampler2D)
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0:10 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float PointCoord)
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0:9 false case
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