[Mesa-dev] [PATCH demos] opengles2/es2tri: add precision qualifier to the fragment shader
Brian Paul
brianp at vmware.com
Mon Jan 20 07:16:16 PST 2014
On 01/19/2014 08:34 AM, Emil Velikov wrote:
> The missing qualifier causes failure during the compilation stage.
>
> Bugzilla: https://urldefense.proofpoint.com/v1/url?u=https://bugs.freedesktop.org/show_bug.cgi?id%3D73631&k=oIvRg1%2BdGAgOoM1BIlLLqw%3D%3D%0A&r=lGQMzzTgII0I7jefp2FHq7WtZ%2BTLs8wadB%2BiIj9xpBY%3D%0A&m=XLIZ2HrbWqVFmoj1r3Eja4KyN0tfIdzTujHTgApHnYg%3D%0A&s=cb63d2bc49ebf80596286653cf46895006092b22e372dadff893fab49b71c6ff
> Signed-off-by: Emil Velikov <emil.l.velikov at gmail.com>
> ---
> src/egl/opengles2/es2tri.c | 1 +
> 1 file changed, 1 insertion(+)
>
> diff --git a/src/egl/opengles2/es2tri.c b/src/egl/opengles2/es2tri.c
> index 6dcc1b8..349a576 100644
> --- a/src/egl/opengles2/es2tri.c
> +++ b/src/egl/opengles2/es2tri.c
> @@ -139,6 +139,7 @@ static void
> create_shaders(void)
> {
> static const char *fragShaderText =
> + "precision mediump float;\n"
> "varying vec4 v_color;\n"
> "void main() {\n"
> " gl_FragColor = v_color;\n"
>
Reviewed-by: Brian Paul <brianp at vmware.com>
I think I wrote some of those old tests. You might want to check the
rest for the same issue if you haven't already.
-Brian
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