[Mesa-dev] [PATCH 1/2] glsl: initialize precision when adding per vertex record fields

Kenneth Graunke kenneth at whitecape.org
Mon Nov 16 10:20:01 PST 2015


On Monday, November 16, 2015 08:44:18 AM 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++;
>  }
>  
> 

Thanks, Tapani!

Patch 1 is:
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>

I verified that it fixes my problem as well.  I figured it was something
trivial like that :)
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