for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[i];
- options->LowerPrecision = true;
+ options->LowerPrecisionFloat16 = true;
+ options->LowerPrecisionInt16 = true;
+ options->LowerPrecisionDerivatives = true;
+ options->LowerPrecisionConstants = true;
}
}