[Mesa-dev] [Bug 31673] GL_FRAGMENT_PRECISION_HIGH preprocessor macro undefined in GLSL ES

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Wed Nov 17 12:56:26 PST 2010


https://bugs.freedesktop.org/show_bug.cgi?id=31673

Kenneth Graunke <kenneth at whitecape.org> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEW                         |RESOLVED
         Resolution|                            |FIXED

--- Comment #1 from Kenneth Graunke <kenneth at whitecape.org> 2010-11-17 12:56:26 PST ---
commit 302fe4049c1f409655eb283e20f9ab6397ac3db4
Author: Kenneth Graunke <kenneth at whitecape.org>
Date:   Wed Nov 17 12:53:07 2010 -0800

    Regenerate glcpp parser.

commit d719bf8fb4b8f511fbb00dd990fb644efc510c0e
Author: Kenneth Graunke <kenneth at 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.

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