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glsl: never lower precision for shaders in desktop GL contexts

Mike Blumenkrantz requested to merge zmike/mesa:precision into main

this causes all kinds of conflicts for drivers that support 16bit ops, as mediump will be converted to 16bit in shaders that expect 32bit, which breaks various assumptions in the shaders

cc: mesa-stable

fixes a number of tests for zink: GTF-GL46.gtf21.GL.atan.atan_vec2_frag* GTF-GL46.gtf21.GL.mat3.mat3arrayindirect0_frag

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