Vulkan: Have desktop shaders respect precision qualifiers.
Sets highp defaults for the appropriate types, for all stages, and turns on precision qualifiers for non-ES shaders. Required fixing some qualifier orders for desktop built-in declarations for pre-420 shaders.
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11 changed files with 164 additions and 114 deletions
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@ -1460,15 +1460,15 @@ void TBuiltIns::initialize(int version, EProfile profile, const SpvVersion& spvV
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"uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);"
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"uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);"
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"void umulExtended(highp uint, highp uint, highp out uint, out highp uint lsb);"
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"void umulExtended(highp uvec2, highp uvec2, highp out uvec2, out highp uvec2 lsb);"
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"void umulExtended(highp uvec3, highp uvec3, highp out uvec3, out highp uvec3 lsb);"
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"void umulExtended(highp uvec4, highp uvec4, highp out uvec4, out highp uvec4 lsb);"
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"void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);"
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"void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);"
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"void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);"
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"void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);"
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"void imulExtended(highp int, highp int, highp out int, out highp int lsb);"
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"void imulExtended(highp ivec2, highp ivec2, highp out ivec2, out highp ivec2 lsb);"
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"void imulExtended(highp ivec3, highp ivec3, highp out ivec3, out highp ivec3 lsb);"
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"void imulExtended(highp ivec4, highp ivec4, highp out ivec4, out highp ivec4 lsb);"
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"void imulExtended(highp int, highp int, out highp int, out highp int lsb);"
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"void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);"
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"void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);"
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"void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb);"
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" int bitfieldReverse(highp int);"
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"ivec2 bitfieldReverse(highp ivec2);"
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@ -2638,10 +2638,10 @@ void TBuiltIns::initialize(int version, EProfile profile, const SpvVersion& spvV
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);
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stageBuiltins[EShLangFragment].append( // GL_OES_sample_variables
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"flat lowp in int gl_SampleID;"
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" mediump in vec2 gl_SamplePosition;"
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"flat highp in int gl_SampleMaskIn[];"
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" highp out int gl_SampleMask[];"
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"flat in lowp int gl_SampleID;"
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" in mediump vec2 gl_SamplePosition;"
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"flat in highp int gl_SampleMaskIn[];"
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" out highp int gl_SampleMask[];"
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"uniform lowp int gl_NumSamples;"
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);
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}
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