https://bugs.freedesktop.org/show_bug.cgi?id=70169

Ian Romanick <i...@freedesktop.org> changed:

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

--- Comment #2 from Ian Romanick <i...@freedesktop.org> ---
It appears that kwin's shaders are incorrect.  In 9.2 we fixed a deviation from
the GLSL ES specification (that is followed by numerous other vendors) that we
did not require precision qualifiers for float types in the fragment shader.

They just need to add:

precision <precision of choice> float;

the their fragment shaders.  In OpenGL ES 3.0, highp must be supported, but in
ES 2.0 it is optional.

See the following commit:

commit cabd45773b58d6aa48202da1cdd8cf1a6b856c53
Author: Ian Romanick <ian.d.roman...@intel.com>
Date:   Fri Aug 9 15:17:18 2013 -0700

    glsl: Track existence of default float precision in GLSL ES fragment
shaders

    This is required by the spec, and it's a bit tricky because the default
    precision is scoped.  As a result, I'm slightly abusing the symbol
    table.

    Fixes piglit no-default-float-precision.frag tests and the piglit
    default-precision-nested-scope-0[1234].frag tests that are currently on
    the piglit mailing list for review.

    On IRC I got confirmation from cwabbot that ARM (Mali T6xx and T400)
    enforces this requirement and from kusma that NVIDIA (Tegra2) enforces
    this requirement.  We should be safe from regressing shipping
    applications.

    Signed-off-by: Ian Romanick <ian.d.roman...@intel.com>
    Reviewed-by: Kenneth Graunke <kenn...@whitecape.org>
    Cc: "9.2" <mesa-sta...@lists.freedesktop.org>

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