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.)
This commit is contained in:
John Kessenich
2016-08-01 19:44:00 -06:00
parent 6c136223ed
commit f6640761c4
18 changed files with 408 additions and 308 deletions

View File

@@ -14,7 +14,7 @@ Shader version: 100
0:9 true case
0:10 move second child to first child (temp highp 4-component vector of float)
0:10 'color' (temp highp 4-component vector of float)
0:10 texture (global lowp 4-component vector of float)
0:10 texture (global lowp 4-component vector of float, operation at mediump)
0:10 'sampler' (uniform lowp sampler2D)
0:10 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float PointCoord)
0:9 false case
@@ -50,7 +50,7 @@ Shader version: 100
0:9 true case
0:10 move second child to first child (temp highp 4-component vector of float)
0:10 'color' (temp highp 4-component vector of float)
0:10 texture (global lowp 4-component vector of float)
0:10 texture (global lowp 4-component vector of float, operation at mediump)
0:10 'sampler' (uniform lowp sampler2D)
0:10 'gl_PointCoord' (gl_PointCoord mediump 2-component vector of float PointCoord)
0:9 false case