[Glamor] [PATCH 34/34] glamor: Move shader precision stuff from build time to shader compile time.
Alex Deucher
alexdeucher at gmail.com
Fri Feb 28 10:02:29 PST 2014
From: Eric Anholt <eric at anholt.net>
Ported from Eric's glamor xserver tree.
Signed-off-by: Eric Anholt <eric at anholt.net>
Signed-off-by: Alex Deucher <alexander.deucher at amd.com>
---
src/glamor_priv.h | 7 +++++--
1 file changed, 5 insertions(+), 2 deletions(-)
diff --git a/src/glamor_priv.h b/src/glamor_priv.h
index 6803e0f..f7fdb88 100644
--- a/src/glamor_priv.h
+++ b/src/glamor_priv.h
@@ -46,14 +46,17 @@
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
-#define GLAMOR_DEFAULT_PRECISION "precision mediump float;\n"
#include "glamor_glext.h"
#else
#include <GL/gl.h>
#include <GL/glext.h>
-#define GLAMOR_DEFAULT_PRECISION
#endif
+#define GLAMOR_DEFAULT_PRECISION \
+ "#ifdef GL_ES\n" \
+ "precision mediump float;\n" \
+ "#endif\n"
+
#ifdef RENDER
#include "glyphstr.h"
#endif
--
1.8.3.1
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