glsl/linker: fix bug when checking precision qualifier
authorSamuel Iglesias Gonsálvez <siglesias@igalia.com>
Mon, 29 Jan 2018 12:46:28 +0000 (13:46 +0100)
committerSamuel Iglesias Gonsálvez <siglesias@igalia.com>
Wed, 28 Feb 2018 06:04:13 +0000 (07:04 +0100)
commite207b2e2c8dea99972e744c8fdfa0b9a9481ea5e
tree4e61012250c18fdf50b75e8811ad73c6ece48779
parentc757c9dc0346247cefc1157afd0167d364fa9544
glsl/linker: fix bug when checking precision qualifier

According to GLSL ES 3.2 spec, see table in 9.2.1 "Linked Shaders"
section, the precision qualifier should match for uniform variables.
This also applies to previous GLSL ES 3.x specs.

This 'if' checks the condition for uniform variables, while for UBOs
it is checked in link_interface_blocks.cpp.

Fixes: b50b82b8a553
("glsl/es31: precision qualifier doesn't need to match in shader interface block members")

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
src/compiler/glsl/linker.cpp