From 89aff30f9b9a4f8934ce32303112fa2f8cbfc997 Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Fri, 9 Aug 2013 16:01:04 -0700 Subject: [PATCH] glsl: Merge precision qualifiers too We never noticed this before because we previously didn't enfoce GLSL ES fragement shader requirements that precision be defined. There may also have been some interaction here with the addition of GL_ARB_shading_language_420pack, but it doesn't appear to me that it added any new bugs (just perhaps uncovered some old ones). Signed-off-by: Ian Romanick Reviewed-by: Kenneth Graunke Reviewed-by: Matt Turner Cc: "9.2" (cherry picked from commit 73e2d69792fba229e52ea47165592d086e650c45) --- src/glsl/ast_type.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/glsl/ast_type.cpp b/src/glsl/ast_type.cpp index 275b2a1d0ac..7bb1f64dab7 100644 --- a/src/glsl/ast_type.cpp +++ b/src/glsl/ast_type.cpp @@ -149,6 +149,9 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc, if (q.flags.q.explicit_binding) this->binding = q.binding; + if (q.precision != ast_precision_none) + this->precision = q.precision; + return true; }