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  • Hash : a60e4973
    Author : Tobin Ehlis
    Date : 2020-02-27T20:11:20

    Revert "Vulkan:Include precision qualifier in GLSL"
    
    This reverts commit 93e72f5f0eb80b89334ea8fe577b32901a00b5fb.
    
    Reason for revert: This is having a negative impact on gfxbench
    Manhattan 3.1 tests (20-30%) with only a minor improvement (~4%) in TRex offscreen. Pulling out for now and need to re-evaluate best
    solution here.
    
    Original change's description:
    > Vulkan:Include precision qualifier in GLSL
    > 
    > 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
    > Change-Id: Ia2b04f90f0a7b6b1302c1b1b3e32bcfd8db9ed49
    > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2057749
    > Reviewed-by: Jamie Madill <jmadill@chromium.org>
    > Reviewed-by: Tobin Ehlis <tobine@google.com>
    > Reviewed-by: Tim Van Patten <timvp@google.com>
    > Commit-Queue: Tobin Ehlis <tobine@google.com>
    
    TBR=tobine@google.com,timvp@google.com,jmadill@chromium.org
    
    # Not skipping CQ checks because original CL landed > 1 day ago.
    
    Bug: angleproject:3078
    Change-Id: I84984e2a963bde573f0f1de585001ceb83623c89
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2079334
    Reviewed-by: Tobin Ehlis <tobine@google.com>
    Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
    

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