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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - precision information gets lost"
href="https://bugs.freedesktop.org/show_bug.cgi?id=92793">92793</a>
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<th>Summary</th>
<td>precision information gets lost
</td>
</tr>
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<th>Product</th>
<td>Mesa
</td>
</tr>
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<th>Version</th>
<td>git
</td>
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<th>Hardware</th>
<td>Other
</td>
</tr>
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<th>OS</th>
<td>All
</td>
</tr>
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<th>Status</th>
<td>NEW
</td>
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<th>Severity</th>
<td>normal
</td>
</tr>
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<th>Priority</th>
<td>medium
</td>
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<th>Component</th>
<td>glsl-compiler
</td>
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<th>Assignee</th>
<td>idr@freedesktop.org
</td>
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<th>Reporter</th>
<td>lemody@gmail.com
</td>
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<th>QA Contact</th>
<td>intel-3d-bugs@lists.freedesktop.org
</td>
</tr></table>
<p>
<div>
<pre>GLSL IR does not preserve precision information for variables. This is required
to make precision validation checks when linking separate shader objects on
OpenGL ES 3.1.
Iago's precision qualifier patches should be enough to tackle this:
<a href="https://patchwork.freedesktop.org/patch/43442/">https://patchwork.freedesktop.org/patch/43442/</a></pre>
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