Reviewed-by: Stuart Abercrombie <[email protected]>
On Wed, Mar 20, 2013 at 11:30 AM, Tom Gall <[email protected]> wrote: > GLSL ES 1.00 spec 4.5.3 page 36: > "The fragment language has no default precision qualifier for > floating point types." > > Adding default precision for float in the fragment shader > so this sanity testcase doesn't error out. > mediump is choosen since according to 4.5.2 page 34: > "The fragment language requires any uses of lowp and mediump to > compile without error. Support for highp is optional." > > Signed-off-by: Tom Gall <[email protected]> > --- > tests/spec/glsl-es-1.00/execution/sanity.shader_test | 2 ++ > 1 file changed, 2 insertions(+) > > diff --git a/tests/spec/glsl-es-1.00/execution/sanity.shader_test > b/tests/spec/glsl-es-1.00/execution/sanity.shader_test > index 0884e2c..5461167 100644 > --- a/tests/spec/glsl-es-1.00/execution/sanity.shader_test > +++ b/tests/spec/glsl-es-1.00/execution/sanity.shader_test > @@ -12,6 +12,8 @@ void main() { > } > > [fragment shader] > +precision mediump float; > + > uniform vec4 u_color; > > void main() { > -- > 1.7.10.4 > > _______________________________________________ > Piglit mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/piglit >
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