What | Removed | Added |
---|---|---|
Status | NEW | RESOLVED |
Resolution | --- | NOTOURBUG |
Comment # 2
on bug 70169
from Ian Romanick
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.romanick@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.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Cc: "9.2" <mesa-stable@lists.freedesktop.org>
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