diff options
author | Ian Romanick <[email protected]> | 2013-08-09 16:01:04 -0700 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2013-08-21 07:43:48 -0700 |
commit | 73e2d69792fba229e52ea47165592d086e650c45 (patch) | |
tree | bc13e5352d38fe056f7d5a44888a5c44a107b5a1 /src/glsl | |
parent | b15b62c54c0e3c10aaf8573a62acfcdc93979b0d (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]>
Diffstat (limited to 'src/glsl')
-rw-r--r-- | src/glsl/ast_type.cpp | 3 |
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; } |