Mesa (main): glsl/standalone: Lower COMPUTE shader precision
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Thu Jul 29 01:43:57 UTC 2021
Module: Mesa
Branch: main
Commit: 486e236c338c2f811900614e141635e4a6855c06
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=486e236c338c2f811900614e141635e4a6855c06
Author: Alyssa Rosenzweig <alyssa at collabora.com>
Date: Fri Jul 23 13:39:42 2021 -0400
glsl/standalone: Lower COMPUTE shader precision
Fragment isn't last for GLSL stages, compute is.
Signed-off-by: Alyssa Rosenzweig <alyssa at collabora.com>
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12082>
---
src/compiler/glsl/standalone.cpp | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/compiler/glsl/standalone.cpp b/src/compiler/glsl/standalone.cpp
index 0aa916a9c12..8a45995d868 100644
--- a/src/compiler/glsl/standalone.cpp
+++ b/src/compiler/glsl/standalone.cpp
@@ -432,7 +432,7 @@ standalone_compile_shader(const struct standalone_options *_options,
}
if (options->lower_precision) {
- for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
+ for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_COMPUTE; i++) {
struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[i];
options->LowerPrecisionFloat16 = true;
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