Support mediump in desktop Vulkan GLSL.
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reference/opt/shaders/vulkan/frag/desktop-mediump.vk.frag
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reference/opt/shaders/vulkan/frag/desktop-mediump.vk.frag
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#version 450
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec4 F;
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layout(location = 1) flat in ivec4 I;
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layout(location = 2) flat in uvec4 U;
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void main()
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{
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FragColor = (F + vec4(I)) + vec4(U);
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}
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reference/opt/shaders/vulkan/frag/desktop-mediump.vk.frag.vk
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reference/opt/shaders/vulkan/frag/desktop-mediump.vk.frag.vk
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#version 450
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layout(location = 0) out mediump vec4 FragColor;
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layout(location = 0) in mediump vec4 F;
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layout(location = 1) flat in mediump ivec4 I;
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layout(location = 2) flat in mediump uvec4 U;
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void main()
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{
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FragColor = (F + vec4(I)) + vec4(U);
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}
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reference/shaders/vulkan/frag/desktop-mediump.vk.frag
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reference/shaders/vulkan/frag/desktop-mediump.vk.frag
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#version 450
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) in vec4 F;
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layout(location = 1) flat in ivec4 I;
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layout(location = 2) flat in uvec4 U;
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void main()
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{
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FragColor = (F + vec4(I)) + vec4(U);
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}
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reference/shaders/vulkan/frag/desktop-mediump.vk.frag.vk
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reference/shaders/vulkan/frag/desktop-mediump.vk.frag.vk
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#version 450
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layout(location = 0) out mediump vec4 FragColor;
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layout(location = 0) in mediump vec4 F;
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layout(location = 1) flat in mediump ivec4 I;
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layout(location = 2) flat in mediump uvec4 U;
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void main()
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{
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FragColor = (F + vec4(I)) + vec4(U);
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}
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shaders/vulkan/frag/desktop-mediump.vk.frag
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shaders/vulkan/frag/desktop-mediump.vk.frag
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#version 450
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layout(location = 0) in mediump vec4 F;
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layout(location = 1) flat in mediump ivec4 I;
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layout(location = 2) flat in mediump uvec4 U;
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layout(location = 0) out mediump vec4 FragColor;
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void main()
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{
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FragColor = F + vec4(I) + vec4(U);
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}
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@ -368,6 +368,9 @@ string CompilerGLSL::compile()
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// Force a classic "C" locale, reverts when function returns
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ClassicLocale classic_locale;
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if (options.vulkan_semantics)
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backend.allow_precision_qualifiers = true;
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// Scan the SPIR-V to find trivial uses of extensions.
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find_static_extensions();
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fixup_image_load_store_access();
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@ -6860,16 +6863,16 @@ void CompilerGLSL::emit_struct_member(const SPIRType &type, uint32_t member_type
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const char *CompilerGLSL::flags_to_precision_qualifiers_glsl(const SPIRType &type, uint64_t flags)
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{
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// Structs do not have precision qualifiers, neither do doubles (desktop only anyways, so no mediump/highp).
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if (type.basetype != SPIRType::Float && type.basetype != SPIRType::Int && type.basetype != SPIRType::UInt &&
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type.basetype != SPIRType::Image && type.basetype != SPIRType::SampledImage &&
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type.basetype != SPIRType::Sampler)
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return "";
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if (options.es)
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{
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auto &execution = get_entry_point();
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// Structs do not have precision qualifiers, neither do doubles (desktop only anyways, so no mediump/highp).
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if (type.basetype != SPIRType::Float && type.basetype != SPIRType::Int && type.basetype != SPIRType::UInt &&
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type.basetype != SPIRType::Image && type.basetype != SPIRType::SampledImage &&
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type.basetype != SPIRType::Sampler)
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return "";
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if (flags & (1ull << DecorationRelaxedPrecision))
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{
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bool implied_fmediump = type.basetype == SPIRType::Float &&
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@ -6897,6 +6900,19 @@ const char *CompilerGLSL::flags_to_precision_qualifiers_glsl(const SPIRType &typ
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return implied_fhighp || implied_ihighp ? "" : "highp ";
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}
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}
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else if (backend.allow_precision_qualifiers)
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{
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// Vulkan GLSL supports precision qualifiers, even in desktop profiles, which is convenient.
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// The default is highp however, so only emit mediump in the rare case that a shader has these.
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if (flags & (1ull << DecorationRelaxedPrecision))
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{
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bool can_use_mediump =
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type.basetype == SPIRType::Float || type.basetype == SPIRType::Int || type.basetype == SPIRType::UInt;
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return can_use_mediump ? "mediump " : "";
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}
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else
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return "";
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}
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else
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return "";
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}
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@ -319,6 +319,7 @@ protected:
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bool native_row_major_matrix = true;
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bool use_constructor_splatting = true;
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bool boolean_mix_support = true;
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bool allow_precision_qualifiers = false;
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} backend;
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void emit_struct(SPIRType &type);
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@ -7,9 +7,10 @@ export PATH="./external/glslang-build/StandAlone:./external/spirv-tools-build/to
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echo "Using glslangValidation in: $(which glslangValidator)."
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echo "Using spirv-opt in: $(which spirv-opt)."
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./test_shaders.py shaders
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./test_shaders.py shaders --opt
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./test_shaders.py shaders-msl --msl
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./test_shaders.py shaders-msl --msl --opt
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./test_shaders.py shaders-hlsl --hlsl
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./test_shaders.py shaders-hlsl --hlsl --opt
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./test_shaders.py shaders --update || exit 1
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./test_shaders.py shaders --update --opt || exit 1
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./test_shaders.py shaders-msl --msl --update || exit 1
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./test_shaders.py shaders-msl --msl --update --opt || exit 1
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./test_shaders.py shaders-hlsl --hlsl --update || exit 1
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./test_shaders.py shaders-hlsl --hlsl --update --opt || exit 1
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@ -7,9 +7,10 @@ export PATH="./external/glslang-build/StandAlone:./external/spirv-tools-build/to
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echo "Using glslangValidation in: $(which glslangValidator)."
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echo "Using spirv-opt in: $(which spirv-opt)."
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./test_shaders.py shaders --update
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./test_shaders.py shaders --update --opt
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./test_shaders.py shaders-msl --msl --update
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./test_shaders.py shaders-msl --msl --update --opt
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./test_shaders.py shaders-hlsl --hlsl --update
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./test_shaders.py shaders-hlsl --hlsl --update --opt
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./test_shaders.py shaders --update || exit 1
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./test_shaders.py shaders --update --opt || exit 1
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./test_shaders.py shaders-msl --msl --update || exit 1
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./test_shaders.py shaders-msl --msl --update --opt || exit 1
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./test_shaders.py shaders-hlsl --hlsl --update || exit 1
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./test_shaders.py shaders-hlsl --hlsl --update --opt || exit 1
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