Commit 259fc505454ea6a67aeacf6cdebf1398d9947759 added linker error for
mismatching uniform precision, as required by GLES 3.0 specification and
conformance test-suite.
Several Android applications, including Forge of Empires, have shaders
which violate this rule, on a dead varying that will be eliminated.
The problem affects a big number of applications using Cocos2D engine
and other GLES implementations accept this, this poses a serious
application compatibility issue.
Starting from GLSL ES 3.0, declarations with conflicting precision
qualifiers are explicitly prohibited. However GLSL ES 1.00 does not
clearly specify the behavior, except that
"Uniforms are defined to behave as if they are using the same storage
in
the vertex and fragment processors and may be implemented this way.
If uniforms are used in both the vertex and fragment shaders,
developers
should be warned if the precisions are different. Conversion of
precision should never be implicit."
The word "used" is not clear in this context and might refer to
1) declared (same as GLES 3.x)
2) referred after post-processing, or
3) linked after all optimizations are done.
Looking at existing applications, 2) or 3) seems to be widely adopted.
To avoid compatibility issues, turn the error into a warning if GLSL ES
version is lower than 3.0 and the data is dead in at least one of the
shaders.
cherry-pick from mesa commit: 0886be093fb871b0b6169718277e0f4d18df3ea7 patch: https://patchwork.freedesktop.org/patch/178894/
Commit 259fc505454ea6a67aeacf6cdebf1398d9947759 added linker error for mismatching uniform precision, as required by GLES 3.0 specification and conformance test-suite.
Several Android applications, including Forge of Empires, have shaders which violate this rule, on a dead varying that will be eliminated. The problem affects a big number of applications using Cocos2D engine and other GLES implementations accept this, this poses a serious application compatibility issue.
Starting from GLSL ES 3.0, declarations with conflicting precision qualifiers are explicitly prohibited. However GLSL ES 1.00 does not clearly specify the behavior, except that
"Uniforms are defined to behave as if they are using the same storage in the vertex and fragment processors and may be implemented this way. If uniforms are used in both the vertex and fragment shaders, developers should be warned if the precisions are different. Conversion of precision should never be implicit."
The word "used" is not clear in this context and might refer to 1) declared (same as GLES 3.x) 2) referred after post-processing, or 3) linked after all optimizations are done.
Looking at existing applications, 2) or 3) seems to be widely adopted. To avoid compatibility issues, turn the error into a warning if GLSL ES version is lower than 3.0 and the data is dead in at least one of the shaders.
Change-Id: Ie841919a3610765e31cd1813558c9f1bdc4d90a5 Tracked-On: https://jira01.devtools.intel.com/browse/OAM-51894 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97532 Signed-off-by: Tomasz Figa tfiga@chromium.org Signed-off-by: Gao Shuo shuo.gao@intel.com