Summary: | Precision qualifier information gets lost | ||
---|---|---|---|
Product: | Mesa | Reporter: | Tapani Pälli <lemody> |
Component: | glsl-compiler | Assignee: | Tapani Pälli <lemody> |
Status: | RESOLVED FIXED | QA Contact: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Bug Depends on: | |||
Bug Blocks: | 92778 |
Description
Tapani Pälli
2015-11-03 11:54:47 UTC
I'll rebase Iago's patches and work on the linker checks I've done this. Did not rebase linker checks just yet as ES 3.1 is failing for runtime validation of pipeline (not during linking). Will rebase linking part later if these changes get accepted. precision information is now in IR level and required linker checks and runtime validation can be done FWIW, these changes broke tessellation shaders...I had to revert commit 5bd122cad9d16596f89260f3b115cd0fb72cb886 glsl: do not lose precision information when packing varyings commit f84bc57d7dc02fceb805803131426c791eadeff9 glsl: Add precision information to ir_variable to prevent the linker from saying that gl_PerVertex blocks don't match up. Ilia confirmed that this broke tessellation for Nouveau. If you want to try it on Intel (Broadwell only), you can grab my 'tess' branch and run: $ shader_runner tests/spec/arb_tessellation_shader/execution/nop.shader_test (you'll need to rebase -i out my reverts of those patches to trigger the bug) (In reply to Kenneth Graunke from comment #4) > FWIW, these changes broke tessellation shaders...I had to revert > > commit 5bd122cad9d16596f89260f3b115cd0fb72cb886 > glsl: do not lose precision information when packing varyings > > commit f84bc57d7dc02fceb805803131426c791eadeff9 > glsl: Add precision information to ir_variable > > to prevent the linker from saying that gl_PerVertex blocks don't match up. > > Ilia confirmed that this broke tessellation for Nouveau. > > If you want to try it on Intel (Broadwell only), you can grab my 'tess' > branch and run: > $ shader_runner tests/spec/arb_tessellation_shader/execution/nop.shader_test > > (you'll need to rebase -i out my reverts of those patches to trigger the bug) sorry about this, I'll take a look at what is wrong, precision should be ignored on desktop |
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