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authorTapani Pälli <[email protected]>2015-11-16 08:44:18 +0200
committerTapani Pälli <[email protected]>2015-11-17 07:37:13 +0200
commit023fd58fd685135bfb4ee401ac9bd1c3a3988e02 (patch)
tree8e7e10fc3882afcd2da3af063c46314acc1292a3
parent292df1940126f267418e656b9ec33eb3f06667b8 (diff)
glsl: initialize precision when adding per vertex record fields
Fixes issues with tessellation builtin variables since precision was introduced to IR with commit f84bc57d7dc02fceb805803131426c791eadeff9. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r--src/glsl/builtin_variables.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index b06c1bc5c12..b927d506faf 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -327,6 +327,7 @@ per_vertex_accumulator::add_field(int slot, const glsl_type *type,
this->fields[this->num_fields].centroid = 0;
this->fields[this->num_fields].sample = 0;
this->fields[this->num_fields].patch = 0;
+ this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
this->num_fields++;
}