Title: [103735] trunk/Source/WebCore
Revision
103735
Author
[email protected]
Date
2011-12-27 15:37:27 -0800 (Tue, 27 Dec 2011)

Log Message

[TexMap][QT] The fragment shader in OpenGL ES2 requires the default precision
qualifier.
https://bugs.webkit.org/show_bug.cgi?id=75168

Patch by Huang Dongsung <[email protected]> on 2011-12-27
Reviewed by Noam Rosenthal.

No new functionality so no new tests.

* platform/graphics/opengl/TextureMapperGL.cpp:
(WebCore::TextureMapperGL::initializeShaders):

Modified Paths

Diff

Modified: trunk/Source/WebCore/ChangeLog (103734 => 103735)


--- trunk/Source/WebCore/ChangeLog	2011-12-27 23:34:01 UTC (rev 103734)
+++ trunk/Source/WebCore/ChangeLog	2011-12-27 23:37:27 UTC (rev 103735)
@@ -1,3 +1,16 @@
+2011-12-27  Huang Dongsung  <[email protected]>
+
+        [TexMap][QT] The fragment shader in OpenGL ES2 requires the default precision
+        qualifier.
+        https://bugs.webkit.org/show_bug.cgi?id=75168
+
+        Reviewed by Noam Rosenthal.
+
+        No new functionality so no new tests.
+
+        * platform/graphics/opengl/TextureMapperGL.cpp:
+        (WebCore::TextureMapperGL::initializeShaders):
+
 2011-12-27  Ryosuke Niwa  <[email protected]>
 
         [Chromium] uninitialized variable in fakeMouseMoveEventTimerFired

Modified: trunk/Source/WebCore/platform/graphics/opengl/TextureMapperGL.cpp (103734 => 103735)


--- trunk/Source/WebCore/platform/graphics/opengl/TextureMapperGL.cpp	2011-12-27 23:34:01 UTC (rev 103734)
+++ trunk/Source/WebCore/platform/graphics/opengl/TextureMapperGL.cpp	2011-12-27 23:37:27 UTC (rev 103735)
@@ -310,12 +310,16 @@
 #ifndef TEXMAP_OPENGL_ES_2
 #define OES2_PRECISION_DEFINITIONS \
     "#define lowp\n#define highp\n"
+#define OES2_FRAGMENT_SHADER_DEFAULT_PRECISION
 #else
 #define OES2_PRECISION_DEFINITIONS
+#define OES2_FRAGMENT_SHADER_DEFAULT_PRECISION \
+    "precision mediump float; \n"
 #endif
 
     const char* fragmentShaderSourceOpacityAndMask =
             OES2_PRECISION_DEFINITIONS
+            OES2_FRAGMENT_SHADER_DEFAULT_PRECISION
 "               uniform sampler2D SourceTexture, MaskTexture;                       \n"
 "               uniform lowp float Opacity;                                         \n"
 "               varying highp vec2 OutTexCoordSource, OutTexCoordMask;              \n"
@@ -341,6 +345,7 @@
 
     const char* fragmentShaderSourceSimple =
             OES2_PRECISION_DEFINITIONS
+            OES2_FRAGMENT_SHADER_DEFAULT_PRECISION
 "               uniform sampler2D SourceTexture;                                    \n"
 "               uniform lowp float Opacity;                                         \n"
 "               varying highp vec2 OutTexCoordSource;                               \n"
@@ -362,6 +367,7 @@
 "               }                                                           \n";
 
     const char* fragmentShaderSourceClip =
+            OES2_FRAGMENT_SHADER_DEFAULT_PRECISION
 "               void main(void) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); }                                ";
 
     const char* vertexShaderSourceClip =
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