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The meta-fsl-arm is going to be used as the base for this layer. It contains a clean history and allowing a more granullar set of changes. This commit is just a rename of all contents of meta-fsl-arm subdirectory to this layer's root, subsequent changes are based on top of that. Signed-off-by: Otavio Salvador <otavio@ossystems.com.br>
43 lines
1.8 KiB
Diff
43 lines
1.8 KiB
Diff
From 66dab98c3f42eb70a4c6761a8694e374b8578e99 Mon Sep 17 00:00:00 2001
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From: Prabhu Sundararaj <prabhu.sundararaj@freescale.com>
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Date: Thu, 8 May 2014 09:27:04 -0700
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Subject: [PATCH] Fix to match the uniform precision qualifiers in vertex and
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fragment shaders
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When the vertex and fragment shaders are linked together, then they will
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share a single global uniform name space. Hence, types and precisions of
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uniforms with the same name must match across all shaders that are linked
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into a single executable.
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As per GLSL_ES_Specification_3.00.3.pdf
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Page 124 12.3 Numeric Precision
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The fragment language has no default precision qualifier for floating point types.
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Hence for float, floating point vector and matrix variable declarations, either
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the declaration must include a precision qualifier or the default float
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precision must have been previously declared.
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Upstream-Status: Submitted [https://bugs.webkit.org/show_bug.cgi?id=124653#c9]
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Change-Id: I4eb3363b3bca8bc3c839212ec7c966201a3e65e2
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Signed-off-by: Prabhu Sundararaj <prabhu.sundararaj@freescale.com>
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---
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Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp | 2 +-
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1 file changed, 1 insertion(+), 1 deletion(-)
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diff --git a/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp b/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp
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index f4b9a7e..7e991bf 100644
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--- a/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp
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+++ b/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp
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@@ -208,7 +208,7 @@ static const char* fragmentTemplate =
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ANTIALIASING_TEX_COORD_DIRECTIVE
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BLUR_CONSTANTS
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STRINGIFY(
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- precision mediump float;
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+ precision highp float;
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uniform SamplerType s_sampler;
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uniform sampler2D s_contentTexture;
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uniform float u_opacity;
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--
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1.9.1
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