glsl: dont lower precision for textureGatherOffsets
authorTimothy Arceri <tarceri@itsqueeze.com>
Wed, 17 Aug 2022 05:32:03 +0000 (15:32 +1000)
committerMarge Bot <emma+marge@anholt.net>
Thu, 18 Aug 2022 23:45:04 +0000 (23:45 +0000)
commit87940c31939f45f94c7af02c6c280773f917ff25
tree2145420bcf126a5ab61bd8d4b2df65cda3437225
parenta9556f97daa3a1ec3e24bd7b0811dd2252b34822
glsl: dont lower precision for textureGatherOffsets

textureGatherOffsets always takes a highp array of constants. As
per the discussion in [1] trying to lower the precision results in segfault
later on in the compiler as textureGatherOffsets will end up being passed
a temp when its expecting a constant as required by the spec.

[1] https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16547#note_1393704

Fixes: b83f4b9fa23d ("glsl: Add an IR lowering pass to convert mediump operations to 16-bit")

Acked-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18101>
src/compiler/glsl/lower_precision.cpp