<div dir="ltr">Reviewed-by: Stuart Abercrombie <<a href="mailto:sabercrombie@chromium.org">sabercrombie@chromium.org</a>></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Wed, Mar 20, 2013 at 11:30 AM, Tom Gall <span dir="ltr"><<a href="mailto:tom.gall@linaro.org" target="_blank">tom.gall@linaro.org</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">GLSL ES 1.00 spec 4.5.3 page 36:<br>
"The fragment language has no default precision qualifier for<br>
floating point types."<br>
<br>
Adding default precision for float in the fragment shader<br>
so this sanity testcase doesn't error out.<br>
mediump is choosen since according to 4.5.2 page 34:<br>
"The fragment language requires any uses of lowp and mediump to<br>
compile without error. Support for highp is optional."<br>
<br>
Signed-off-by: Tom Gall <<a href="mailto:tom.gall@linaro.org">tom.gall@linaro.org</a>><br>
---<br>
tests/spec/glsl-es-1.00/execution/sanity.shader_test | 2 ++<br>
1 file changed, 2 insertions(+)<br>
<br>
diff --git a/tests/spec/glsl-es-1.00/execution/sanity.shader_test b/tests/spec/glsl-es-1.00/execution/sanity.shader_test<br>
index 0884e2c..5461167 100644<br>
--- a/tests/spec/glsl-es-1.00/execution/sanity.shader_test<br>
+++ b/tests/spec/glsl-es-1.00/execution/sanity.shader_test<br>
@@ -12,6 +12,8 @@ void main() {<br>
}<br>
<br>
[fragment shader]<br>
+precision mediump float;<br>
+<br>
uniform vec4 u_color;<br>
<br>
void main() {<br>
<span class="HOEnZb"><font color="#888888">--<br>
1.7.10.4<br>
<br>
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</font></span></blockquote></div><br></div>