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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev