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  • OutputVulkanGLSL.cpp
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  • Tobin Ehlis's avatar
    Reland "Vulkan:Include precision qualifier in GLSL" · 1a5c7a16
    Tobin Ehlis authored Feb 25, 2020
    Currently still ignoring precision qualifiers for Vulkan shaders by
    default, but have added feature "enablePrecisionQualifiers" that can be
    enabled in order to include precision qualifiers.
    
    With this initial implementation, it's possible to get precision
    qualifier mis-matches in the generated GLSL 4.50. According to the
    spec this is allowed. From GLSLangSpec 4.50 section 4.7 "Precision and
    Precision Qualifiers":
    
    For the purposes of determining if an output from one shader stage
    matches an input of the next stage, the precision qualifier need not
    match.
    
    However, when converted to SPIR-V and run through the shader validation
    any mismatches will cause shader validation errors. Initially just
    ignoring those errors with this commit.
    
    Bug: angleproject:3078
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2057749Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
    Reviewed-by: 's avatarTobin Ehlis <tobine@google.com>
    Reviewed-by: 's avatarTim Van Patten <timvp@google.com>
    Commit-Queue: Tobin Ehlis <tobine@google.com>
    Change-Id: Ieecca604bb2c834c9b1c2bcab85279d1f8755dfa
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2086280
    1a5c7a16
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