From: Ian Romanick <ian.d.roman...@intel.com>

We never noticed this before because we previously didn't enfoce GLSL ES
fragement shader requirements that precision be defined.  There may also
have been some interaction here with the addition of
GL_ARB_shading_language_420pack, but it doesn't appear to me that it
added any new bugs (just perhaps uncovered some old ones).

Signed-off-by: Ian Romanick <ian.d.roman...@intel.com>
Cc: Matt Turner <matts...@gmail.com>
Cc: "9.2" <mesa-sta...@lists.freedesktop.org>
---
 src/glsl/ast_type.cpp | 3 +++
 1 file changed, 3 insertions(+)

diff --git a/src/glsl/ast_type.cpp b/src/glsl/ast_type.cpp
index ce6b6a7..8aabd95 100644
--- a/src/glsl/ast_type.cpp
+++ b/src/glsl/ast_type.cpp
@@ -168,6 +168,9 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
    if (q.flags.q.explicit_binding)
       this->binding = q.binding;
 
+   if (q.precision != ast_precision_none)
+      this->precision = q.precision;
+
    return true;
 }
 
-- 
1.8.1.4

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