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In the function ir_print_glsl_visitor::print_precision the following block of code skips writing the default lowp precision when possible:
// skip precision for samplers that end up being lowp (default anyway) or undefined;
// except always emit it for shadowmap samplers (some drivers don't implement
// default EXT_shadow_samplers precision) and 3D textures (they always require precision)
if (type && type->is_sampler() && !type->sampler_shadow && !type->sampler_array && !(type->sampler_dimensionality > GLSL_SAMPLER_DIM_2D))
{
if (prec == glsl_precision_low || prec == glsl_precision_undefined)
return;
}
This wrongly skips writing precision for 2D array textures. The fixed conditional should also check for sampler_array:
In the function ir_print_glsl_visitor::print_precision the following block of code skips writing the default lowp precision when possible:
This wrongly skips writing precision for 2D array textures. The fixed conditional should also check for sampler_array:
if (type && type->is_sampler() && !type->sampler_shadow && !type->sampler_array && !(type->sampler_dimensionality > GLSL_SAMPLER_DIM_2D))
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