glsl: Set default precision on record members

Record types have their own slot to store the precision for each
member in glsl_struct_field. Previously if the member didn’t have an
explicit precision qualifier this was being left as
GLSL_PRECISION_NONE. This patch makes it take into account the type’s
default precision qualifier like it does for regular variables in
apply_type_qualifier_to_variable.

This has the additional benefit of correctly reporting an error when a
float type is used in a struct without declaring the default type.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Neil Roberts 2019-04-22 16:33:38 +02:00
parent 235425771c
commit 34d4b3e367
1 changed files with 10 additions and 1 deletions

View File

@ -7360,7 +7360,6 @@ ast_process_struct_or_iface_block_members(exec_list *instructions,
fields[i].centroid = qual->flags.q.centroid ? 1 : 0;
fields[i].sample = qual->flags.q.sample ? 1 : 0;
fields[i].patch = qual->flags.q.patch ? 1 : 0;
fields[i].precision = qual->precision;
fields[i].offset = -1;
fields[i].explicit_xfb_buffer = explicit_xfb_buffer;
fields[i].xfb_buffer = xfb_buffer;
@ -7558,6 +7557,16 @@ ast_process_struct_or_iface_block_members(exec_list *instructions,
}
}
/* Precision qualifiers do not hold any meaning in Desktop GLSL */
if (state->es_shader) {
fields[i].precision = select_gles_precision(qual->precision,
field_type,
state,
&loc);
} else {
fields[i].precision = qual->precision;
}
i++;
}
}