Bug 29279

Summary: Define precision of float variables in the es2gears fragment shader
Product: Mesa Reporter: Alexandros Frantzis <alexandros.frantzis>
Component: DemosAssignee: mesa-dev
Status: RESOLVED FIXED QA Contact:
Severity: enhancement    
Priority: medium    
Version: git   
Hardware: Other   
OS: All   
Whiteboard:
i915 platform: i915 features:
Attachments: Define precision of float variables in the es2gears fragment shader
Properly defining default precision in es2gears fragment shader

Description Alexandros Frantzis 2010-07-28 07:40:38 UTC
Created attachment 37421 [details] [review]
Define precision of float variables in the es2gears fragment shader

According to the GLSL ES standard, the precision of variables in the fragment shader should be explicitly defined (although mesa's compiler is not that strict).
Comment 1 Ian Romanick 2010-09-08 17:28:36 UTC
commit 231bc96e02d3be029d2a47eb9b30ea47d679bfc3
Author: Ian Romanick <ian.d.romanick@intel.com>
Date:   Wed Sep 8 17:22:16 2010 -0700

    Define default precision in es2gears fragment shader
    
    This is required by GLSL ES.
Comment 2 Ricardo Salveti 2011-02-04 11:25:12 UTC
This is not yet fixed with commit 231bc96e02d3be029d2a47eb9b30ea47d679bfc3.

I'm getting the following when trying at Pandaboard (using SGX drivers):
ubuntu@ubuntu-maverick:~$ es2gears 
EGL_VERSION = 1.4 build 1.6.16.3758
vertex shader info: Success.

fragment shader info: Compile failed.
ERROR: 0:1: 'vec4' : No precision defined for this type
ERROR: 1 compilation errors. No code generated.


info: Link Error: Fragment shader was not successfully compiled.
Comment 3 Ricardo Salveti 2011-02-04 11:27:32 UTC
Created attachment 42938 [details] [review]
Properly defining default precision in es2gears fragment shader

This patch is basically the same one as Alexandros posted initially at this bug. Also removing "#ifdef GL_ES" as this demo is already only related with GLES.
Comment 4 Chia-I Wu 2011-02-20 11:15:44 UTC
Patch committed.  Thanks.

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