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>
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@@ -432,7 +432,7 @@ standalone_compile_shader(const struct standalone_options *_options,
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}
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}
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if (options->lower_precision) {
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if (options->lower_precision) {
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for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
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for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_COMPUTE; i++) {
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struct gl_shader_compiler_options *options =
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struct gl_shader_compiler_options *options =
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&ctx->Const.ShaderCompilerOptions[i];
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&ctx->Const.ShaderCompilerOptions[i];
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options->LowerPrecisionFloat16 = true;
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options->LowerPrecisionFloat16 = true;
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