[Mesa-dev] [PATCH 1/2] glsl: initialize precision when adding per vertex record fields
Samuel Iglesias Gonsálvez
siglesias at igalia.com
Mon Nov 16 03:55:37 PST 2015
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias at igalia.com>
On 16/11/15 07:44, Tapani Pälli wrote:
> Fixes issues with tessellation builtin variables since precision was
> introduced to IR with commit f84bc57d7dc02fceb805803131426c791eadeff9.
>
> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
> ---
> src/glsl/builtin_variables.cpp | 1 +
> 1 file changed, 1 insertion(+)
>
> diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
> index b06c1bc..b927d50 100644
> --- a/src/glsl/builtin_variables.cpp
> +++ b/src/glsl/builtin_variables.cpp
> @@ -327,6 +327,7 @@ per_vertex_accumulator::add_field(int slot, const glsl_type *type,
> this->fields[this->num_fields].centroid = 0;
> this->fields[this->num_fields].sample = 0;
> this->fields[this->num_fields].patch = 0;
> + this->fields[this->num_fields].precision = GLSL_PRECISION_NONE;
> this->num_fields++;
> }
>
>
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