[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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