Summary: | GL_FRAGMENT_PRECISION_HIGH preprocessor macro undefined in GLSL ES | ||
---|---|---|---|
Product: | Mesa | Reporter: | Kenneth Graunke <kenneth> |
Component: | Mesa core | Assignee: | mesa-dev |
Status: | RESOLVED FIXED | QA Contact: | |
Severity: | minor | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | All | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: |
Description
Kenneth Graunke
2010-11-16 16:21:56 UTC
commit 302fe4049c1f409655eb283e20f9ab6397ac3db4 Author: Kenneth Graunke <kenneth@whitecape.org> Date: Wed Nov 17 12:53:07 2010 -0800 Regenerate glcpp parser. commit d719bf8fb4b8f511fbb00dd990fb644efc510c0e Author: Kenneth Graunke <kenneth@whitecape.org> Date: Wed Nov 17 12:50:35 2010 -0800 glsl: Unconditionally define GL_FRAGMENT_PRECISION_HIGH in ES2 shaders. This is really supposed to be defined only if the driver supports highp in the fragment shader - but all of our current ES2 implementations do. So, just define it. In the future, we'll need to add a flag to gl_context and only define the macro if the flag is set. "Fixes" freedesktop.org bug #31673. |
Use of freedesktop.org services, including Bugzilla, is subject to our Code of Conduct. How we collect and use information is described in our Privacy Policy.