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.
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@@ -320,7 +320,12 @@ control_line:
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if ($2 == 100)
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add_builtin_define (parser, "GL_ES", 1);
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if ($2 >= 130)
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/* Currently, all ES2 implementations support highp in the
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* fragment shader, so we always define this macro in ES2.
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* If we ever get a driver that doesn't support highp, we'll
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* need to add a flag to the gl_context and check that here.
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*/
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if ($2 >= 130 || $2 == 100)
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add_builtin_define (parser, "GL_FRAGMENT_PRECISION_HIGH", 1);
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glcpp_printf(parser->output, "#version %" PRIiMAX, $2);
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