7a6c2da9aa
GLSL and RelaxedPrecision are quite different in what they affect. RelaxedPrecision affects operations, while this is merely implied in GLSL based on inputs. This leads to situations where we have to promote mediump inputs to highp, and the simplest approach is to force highp temporaries for inputs which are consumed in a highp context. For completeness, we also demote RelaxedPrecision inputs to mediump variables. PHI is handled by copying the PHI into a temporary. We have to be very careful with hoisted temporaries, since the child temporary will not be analyzed up-front. We inherit the hoisted-ness state and emit the hoisted child temporary as necessary. When faking the temporaries with OpCopyObject, we make sure to block any variable hoisting. Hoisting children of PHI variables is fine, since PHIs are not hoisted with the same framework as other temporaries.
31 lines
1.3 KiB
GLSL
31 lines
1.3 KiB
GLSL
#version 310 es
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layout(binding = 0, std140) uniform Block
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{
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layout(row_major) mat2x3 var[3][4];
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} _104;
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layout(location = 0) in vec4 a_position;
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layout(location = 0) out mediump float v_vtxResult;
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mat2x3 spvWorkaroundRowMajor(mat2x3 wrap) { return wrap; }
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void main()
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{
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gl_Position = a_position;
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float _172 = float(abs(spvWorkaroundRowMajor(_104.var[0][0])[0].x - 2.0) < 0.0500000007450580596923828125);
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mediump float mp_copy_172 = _172;
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float _180 = float(abs(spvWorkaroundRowMajor(_104.var[0][0])[0].y - 6.0) < 0.0500000007450580596923828125);
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mediump float mp_copy_180 = _180;
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float _188 = float(abs(spvWorkaroundRowMajor(_104.var[0][0])[0].z - (-6.0)) < 0.0500000007450580596923828125);
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mediump float mp_copy_188 = _188;
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float _221 = float(abs(spvWorkaroundRowMajor(_104.var[0][0])[1].x) < 0.0500000007450580596923828125);
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mediump float mp_copy_221 = _221;
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float _229 = float(abs(spvWorkaroundRowMajor(_104.var[0][0])[1].y - 5.0) < 0.0500000007450580596923828125);
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mediump float mp_copy_229 = _229;
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float _237 = float(abs(spvWorkaroundRowMajor(_104.var[0][0])[1].z - 5.0) < 0.0500000007450580596923828125);
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mediump float mp_copy_237 = _237;
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v_vtxResult = ((mp_copy_172 * mp_copy_180) * mp_copy_188) * ((mp_copy_221 * mp_copy_229) * mp_copy_237);
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}
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