screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_FP16_DERIVATIVES);
options->LowerPrecisionInt16 =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_INT16);
+ options->LowerPrecisionTemporaries =
+ screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_GLSL_16BIT_TEMPS);
}
c->MaxUserAssignableUniformLocations =