glsl/es: precision qualifier doesn't need to match in UBOs
authorSamuel Iglesias Gonsálvez <siglesias@igalia.com>
Thu, 9 Nov 2017 08:58:25 +0000 (09:58 +0100)
committerSamuel Iglesias Gonsálvez <siglesias@igalia.com>
Mon, 4 Dec 2017 08:32:57 +0000 (09:32 +0100)
They might mismatch due to the two shaders using different GLSL
versions, and that's ok in desktop GL. In ES, precision qualifiers
don't need to match.

Signed-off-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
src/compiler/glsl/link_interface_blocks.cpp

index 510d4f71bbe4f84aa390ea142fb9d430674098f7..c2c3b58f8211b48477038e46e203a6f9f4c14906 100644 (file)
@@ -114,7 +114,7 @@ intrastage_match(ir_variable *a,
        */
       if ((a->data.how_declared != ir_var_declared_implicitly ||
            b->data.how_declared != ir_var_declared_implicitly) &&
-          (!prog->IsES || prog->data->Version != 310 ||
+          (!prog->IsES ||
            interstage_member_mismatch(prog, a->get_interface_type(),
                                       b->get_interface_type())))
          return false;