glsl: Accept precision qualifiers on sampler types, but only in ES.

GLSL 1.30 states clearly that only float and int are allowed, while the
GLSL ES specification's issues section states that sampler types may
take precision qualifiers.

Fixes compilation failures in 3DMarkMobileES 2.0 and GLBenchmark 2.0,
as well as a regression in the Meego Tablet UX.

(cherry-picked from 45e8e6c6b1)
This commit is contained in:
Kenneth Graunke 2011-03-26 23:37:09 -07:00
parent 203624128c
commit 5408ccb09f

View file

@ -2021,17 +2021,24 @@ ast_declarator_list::hir(exec_list *instructions,
* preceded by one of these precision qualifiers [...] Literal
* constants do not have precision qualifiers. Neither do Boolean
* variables.
*
* In GLSL ES, sampler types are also allowed.
*
* From page 87 of the GLSL ES spec:
* "RESOLUTION: Allow sampler types to take a precision qualifier."
*/
if (this->type->specifier->precision != ast_precision_none
&& !var->type->is_float()
&& !var->type->is_integer()
&& !(var->type->is_sampler() && state->es_shader)
&& !(var->type->is_array()
&& (var->type->fields.array->is_float()
|| var->type->fields.array->is_integer()))) {
_mesa_glsl_error(&loc, state,
"precision qualifiers apply only to floating point "
"and integer types");
"precision qualifiers apply only to floating point"
"%s types", state->es_shader ? ", integer, and sampler"
: "and integer");
}
/* Process the initializer and add its instructions to a temporary