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glsl/es: precision qualifier doesn't need to match in UBOs

They might mismatch due to the two shaders using different GLSL
versions, and that's ok in desktop GL. In ES, precision qualifiers
don't need to match.

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
tags/18.0-branchpoint
Samuel Iglesias Gonsálvez 7 lat temu
rodzic
commit
fc6d55952d
1 zmienionych plików z 1 dodań i 1 usunięć
  1. 1
    1
      src/compiler/glsl/link_interface_blocks.cpp

+ 1
- 1
src/compiler/glsl/link_interface_blocks.cpp Wyświetl plik

@@ -114,7 +114,7 @@ intrastage_match(ir_variable *a,
*/
if ((a->data.how_declared != ir_var_declared_implicitly ||
b->data.how_declared != ir_var_declared_implicitly) &&
(!prog->IsES || prog->data->Version != 310 ||
(!prog->IsES ||
interstage_member_mismatch(prog, a->get_interface_type(),
b->get_interface_type())))
return false;

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