The range's min and max, and the precision value are not set correctly for the
vertex shader constants.
Fixes 1 dEQP test: dEQP-GLES3.functional.state_query.shader.precision_vertex_highp_int
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
+ ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMin = 31;
+ ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMax = 30;
+ ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.Precision = 0;
+ ctx->Const.Program[MESA_SHADER_VERTEX].HighInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MediumInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
+
if (brw->gen >= 7) {
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;