Module: Mesa
Branch: main
Commit: 486e236c338c2f811900614e141635e4a6855c06
URL:    
http://cgit.freedesktop.org/mesa/mesa/commit/?id=486e236c338c2f811900614e141635e4a6855c06

Author: Alyssa Rosenzweig <[email protected]>
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 <[email protected]>
Reviewed-by: Marek Olšák <[email protected]>
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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