Hi There,
        es2gears should provide the default precision statement for float. In
our trunk for mesa-demos, this statement is masked. Even if this is one
simple patch, it is needed because the default precision statement for
float is really one "must" point in the spec.
        In the ES shading language spec 4.5.3: Hence for float, floating point
vector and matrix variable declarations, either the declaration must
include a precision qualifier or the default float precision must have
been previously declared. So the the default precision statement for
float is a "must" here.
        
-- 
*^_^*
Many thanks & Best Regards
SSD-OTC Meego Middleware & TV Team
Zhao Juan
From b06c48a74bf54b8d806bb8981f3673ba69de39f1 Mon Sep 17 00:00:00 2001
From: Juan Zhao <juan.j.z...@intel.com>
Date: Tue, 26 Apr 2011 08:42:24 +0800
Subject: [PATCH] Fragment shader should provide default precision qualifier for float

In the ES shading language spec 4.5.3: Hence for float, floating point
vector and matrix variable declarations, either the declaration must include
a precision qualifier or the default float precision must have been
 previously declared. So the the default precision statement for float is a
"must" here.
---
 src/egl/opengles2/es2gears.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/src/egl/opengles2/es2gears.c b/src/egl/opengles2/es2gears.c
index 8e7a3e5..711b341 100644
--- a/src/egl/opengles2/es2gears.c
+++ b/src/egl/opengles2/es2gears.c
@@ -341,7 +341,7 @@ static const char vertex_shader[] =
    "}\n";
 
  static const char fragment_shader[] =
-   //"precision mediump float;\n"
+   "precision mediump float;\n"
    "uniform vec4 color;\n"
    "uniform vec3 light;\n"
    "varying vec3 rotated_normal;\n"
-- 
1.7.1

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