GLSL: only emit default precision qualifier for frag shader.

Other shader types don't need this.
Also fix code style of member var.

Bug: tint:1360
Change-Id: Ic3600ec7c6da9b85b57655fabbf1f2e44b0ea7d3
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/79640
Reviewed-by: Ben Clayton <bclayton@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: Stephen White <senorblanco@chromium.org>
This commit is contained in:
Stephen White
2022-02-07 18:49:46 +00:00
committed by Tint LUCI CQ
parent 89c730dbf3
commit bf0180bcee
1358 changed files with 1274 additions and 3256 deletions

View File

@@ -1,7 +1,6 @@
SKIP: FAILED
#version 310 es
precision mediump float;
void f() {
vec3 a = vec3(1.0f, 2.0f, 3.0f);
@@ -15,8 +14,8 @@ void main() {
return;
}
Error parsing GLSL shader:
ERROR: 0:7: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump 3-component vector of float' and a right operand of type ' temp mediump 3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:7: '' : compilation terminated
ERROR: 0:6: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp highp 3-component vector of float' and a right operand of type ' temp highp 3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:6: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
void f() {
ivec3 a = ivec3(1, 2, 3);

View File

@@ -1,5 +1,4 @@
#version 310 es
precision mediump float;
void f() {
uvec3 a = uvec3(1u, 2u, 3u);