Precision qualifier should be ignored on desktop OpenGL.

Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
---
 src/mesa/main/shader_query.cpp | 12 +++++++++---
 1 file changed, 9 insertions(+), 3 deletions(-)

diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index 58ba041..dc39f24 100644
--- a/src/mesa/main/shader_query.cpp
+++ b/src/mesa/main/shader_query.cpp
@@ -1413,9 +1413,15 @@ _mesa_validate_pipeline_io(struct gl_pipeline_object 
*pipeline)
 
    for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
       if (shProg[idx]) {
-         if (!validate_io(shProg[prev]->_LinkedShaders[prev],
-                          shProg[idx]->_LinkedShaders[idx]))
-            return false;
+
+         /* Since we now only validate precision, we can skip this step for
+          * desktop GLSL shaders, there precision qualifier is ignored.
+          */
+         if (shProg[prev]->IsES || shProg[idx]->IsES) {
+            if (!validate_io(shProg[prev]->_LinkedShaders[prev],
+                             shProg[idx]->_LinkedShaders[idx]))
+               return false;
+         }
          prev = idx;
       }
    }
-- 
2.4.3

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