From 486e236c338c2f811900614e141635e4a6855c06 Mon Sep 17 00:00:00 2001 From: Alyssa Rosenzweig Date: Fri, 23 Jul 2021 13:39:42 -0400 Subject: [PATCH] glsl/standalone: Lower COMPUTE shader precision MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Fragment isn't last for GLSL stages, compute is. Signed-off-by: Alyssa Rosenzweig Reviewed-by: Marek Olšák Part-of: --- 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;