In 4732489
(shader: do not redeclare built-ins as precise), I confused a
mesa shader-compiler bug with a spec problem. Turns out, redeclaring
built-ins as precise is allowed by the spec, just the same as invariant
variables. And even mesa allows this.
What mesa doesn't currently allow, is to redeclare a variable as *both*
invariant *and* precise. This problem does not extend to new
declarations, where this is already handled correctly.
So, let's avoid emitting both; it's not really needed to emit both, as
they essentially have the same effect (disable reordering), just with
some different usage-semantics. And for the cases we support, these are
effectively the same.
This fixes dEQP-GLES31.functional.tessellation.common_edge.*_precise
without breaking dEQP-GLES2.functional.shaders.algorithm.hsl_to_rgb_vertex
this time.
Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Gurchetan Singh <gurchetansingh@chromium.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
macos/master
parent
10ae7e399c
commit
36c919e139
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