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authorIan Romanick <[email protected]>2013-08-09 16:01:04 -0700
committerIan Romanick <[email protected]>2013-08-21 07:43:48 -0700
commit73e2d69792fba229e52ea47165592d086e650c45 (patch)
treebc13e5352d38fe056f7d5a44888a5c44a107b5a1
parentb15b62c54c0e3c10aaf8573a62acfcdc93979b0d (diff)
glsl: Merge precision qualifiers too
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 <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Cc: "9.2" <[email protected]>
-rw-r--r--src/glsl/ast_type.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/glsl/ast_type.cpp b/src/glsl/ast_type.cpp
index ce6b6a77145..8aabd95f999 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;
}