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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - Precision qualifier information gets lost"
href="https://bugs.freedesktop.org/show_bug.cgi?id=92793#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - Precision qualifier information gets lost"
href="https://bugs.freedesktop.org/show_bug.cgi?id=92793">bug 92793</a>
from <span class="vcard"><a class="email" href="mailto:lemody@gmail.com" title="Tapani Pälli <lemody@gmail.com>"> <span class="fn">Tapani Pälli</span></a>
</span></b>
<pre>(In reply to Kenneth Graunke from <a href="show_bug.cgi?id=92793#c4">comment #4</a>)
<span class="quote">> FWIW, these changes broke tessellation shaders...I had to revert
>
> commit 5bd122cad9d16596f89260f3b115cd0fb72cb886
> glsl: do not lose precision information when packing varyings
>
> commit f84bc57d7dc02fceb805803131426c791eadeff9
> glsl: Add precision information to ir_variable
>
> to prevent the linker from saying that gl_PerVertex blocks don't match up.
>
> Ilia confirmed that this broke tessellation for Nouveau.
>
> If you want to try it on Intel (Broadwell only), you can grab my 'tess'
> branch and run:
> $ shader_runner tests/spec/arb_tessellation_shader/execution/nop.shader_test
>
> (you'll need to rebase -i out my reverts of those patches to trigger the bug)</span >
sorry about this, I'll take a look at what is wrong, precision should be
ignored on desktop</pre>
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