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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