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.
This commit is contained in:
Kenneth Graunke
2010-11-17 12:50:35 -08:00
parent 778917069c
commit d719bf8fb4

View File

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