This change causes ES shaders to precision qualifiers for build-in functions as defined in ESSL spec. It especially mattersfor functions that are defined as highp or taking a highp.
Fixes vulkanCTS dEQP-VK.glsl.builtin.function.integer.bitfieldreverse.*, where bitfieldReverse() retval was wrongly marked as RelaxedPrecision.
Note: floatBitsToInt/floatBitsToUInt precision is also broken, but in different way - so it is not addressed here.
This is a replacement commit for pull request #238.
This is a design change, followed by implementation change that
A) fixes the changes caused by the design change, and
B) fixes some cases that were originally incorrect.
The design change is to not give built-in functions default precision qualification.
This is to allow the rule that the precision of some built-in functions adopt their
precision qualification from the calling arguments. This is A above.
A consequence of this design change is that all built-ins that are supposed to have
an explicit precision qualifier must now be declared that way. So, a lot more
built-in declarations now have precision qualifiers, just to keep things the same.
This is B above.
Before, it was only including explicit interface, sufficient for IO-Block-declared
oriented interface, but not sufficient for all modes GLSL might be used with
SPIR-V.
Two things are accomplished now:
1) each id will appear exactly once
2) the OpEntryPoint list will union static use with declarations