Hi, In GLSL ES when the same uniform is declared in multiple shaders it must have the same precision qualifier. There are a few dEQP tests that fail because this is not checked in Mesa.
I think the right place to add this check would be in cross_validate_globals(), but to do this we would need to access precision qualifiers from an ir_variable (specifically, I think we need this to be in glsl_type so we can do this check with uniform structs too, which is what the tests actually check). I see precision qualifiers being parsed and stored in the AST, but I don't see where this information is passed to the IR: ir_variable or glsl_type don't have this info, in fact, apply_type_qualifier_to_variable() in ast_to_hir.cpp seems to ignore the ast precision qualifier data completely. So I am guessing that we should add precision information to the glsl_type, but I wonder if there is a reason why this hasn't been done yet, considering that there seems to be some kind of support for precision qualifiers already, at least in the parser... am I missing something? Iago _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev