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author | Samuel Iglesias Gonsálvez <[email protected]> | 2018-01-29 13:46:28 +0100 |
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committer | Samuel Iglesias Gonsálvez <[email protected]> | 2018-02-28 07:04:13 +0100 |
commit | e207b2e2c8dea99972e744c8fdfa0b9a9481ea5e (patch) | |
tree | 4e61012250c18fdf50b75e8811ad73c6ece48779 /SConstruct | |
parent | c757c9dc0346247cefc1157afd0167d364fa9544 (diff) |
glsl/linker: fix bug when checking precision qualifier
According to GLSL ES 3.2 spec, see table in 9.2.1 "Linked Shaders"
section, the precision qualifier should match for uniform variables.
This also applies to previous GLSL ES 3.x specs.
This 'if' checks the condition for uniform variables, while for UBOs
it is checked in link_interface_blocks.cpp.
Fixes: b50b82b8a553
("glsl/es31: precision qualifier doesn't need to match in shader interface block members")
Signed-off-by: Samuel Iglesias Gonsálvez <[email protected]>
Reviewed-by: Tapani Pälli <[email protected]>
Diffstat (limited to 'SConstruct')
0 files changed, 0 insertions, 0 deletions