glsl/standalone: Lower COMPUTE shader precision

Fragment isn't last for GLSL stages, compute is.

Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12082>
This commit is contained in:
Alyssa Rosenzweig
2021-07-23 13:39:42 -04:00
committed by Marge Bot
parent 09d9b8cf9a
commit 486e236c33

View File

@@ -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;