The GLSL ES spec specifies default precision qualifiers for certain types,
so populate the symbol table with these.

Notice that the desktop GLSL spec also indicates defaults for some types
but this is not really useful since precision qualifiers are completely
ignored in desktop GLSL.
---
 src/glsl/glsl_parser.yy | 12 ++++++++++++
 1 file changed, 12 insertions(+)

diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy
index ea3bd8a..666962c 100644
--- a/src/glsl/glsl_parser.yy
+++ b/src/glsl/glsl_parser.yy
@@ -307,6 +307,18 @@ translation_unit:
    {
       delete state->symbols;
       state->symbols = new(ralloc_parent(state)) glsl_symbol_table;
+      if (state->es_shader) {
+         if (state->stage == MESA_SHADER_FRAGMENT) {
+            state->symbols->add_default_precision_qualifier("int", 
ast_precision_medium);
+            state->symbols->add_default_precision_qualifier("sampler2D", 
ast_precision_low);
+            state->symbols->add_default_precision_qualifier("samplerCube", 
ast_precision_low);
+         } else {
+            state->symbols->add_default_precision_qualifier("float", 
ast_precision_high);
+            state->symbols->add_default_precision_qualifier("int", 
ast_precision_high);
+            state->symbols->add_default_precision_qualifier("sampler2D", 
ast_precision_low);
+            state->symbols->add_default_precision_qualifier("samplerCube", 
ast_precision_low);
+         }
+      }
       _mesa_glsl_initialize_types(state);
    }
    ;
-- 
1.9.1

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