diff options
author | Eric Anholt <eric@anholt.net> | 2016-01-20 12:33:25 -0800 |
---|---|---|
committer | Eric Anholt <eric@anholt.net> | 2016-01-26 12:03:49 -0800 |
commit | 5042b0652b9fe5fed57a233880c3429ba390d86d (patch) | |
tree | dc260f1cf155550711957bf755d47082f1164852 /glamor | |
parent | 1fd82c764d5b24107e60f2173e30e5d24a2f2667 (diff) |
glamor: Drop duplicated GLAMOR_DEFAULT_PRECISIONs in render accel.
We only need it once at the top of the shader, so just put it
there.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Diffstat (limited to 'glamor')
-rw-r--r-- | glamor/glamor_render.c | 17 |
1 files changed, 4 insertions, 13 deletions
diff --git a/glamor/glamor_render.c b/glamor/glamor_render.c index e563e4099..4e66f6d7e 100644 --- a/glamor/glamor_render.c +++ b/glamor/glamor_render.c @@ -72,7 +72,6 @@ glamor_create_composite_fs(struct shader_key *key) "uniform int source_repeat_mode;\n" "uniform int mask_repeat_mode;\n"; const char *relocate_texture = - GLAMOR_DEFAULT_PRECISION "vec2 rel_tex_coord(vec2 texture, vec4 wh, int repeat) \n" "{\n" " vec2 rel_tex; \n" @@ -119,14 +118,12 @@ glamor_create_composite_fs(struct shader_key *key) "}\n"; const char *source_solid_fetch = - GLAMOR_DEFAULT_PRECISION "uniform vec4 source;\n" "vec4 get_source()\n" "{\n" " return source;\n" "}\n"; const char *source_alpha_pixmap_fetch = - GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n" "uniform sampler2D source_sampler;\n" "uniform vec4 source_wh;" @@ -139,7 +136,6 @@ glamor_create_composite_fs(struct shader_key *key) " source_wh, source_repeat_mode, 0);\n" "}\n"; const char *source_pixmap_fetch = - GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n" "uniform sampler2D source_sampler;\n" "uniform vec4 source_wh;\n" @@ -152,14 +148,12 @@ glamor_create_composite_fs(struct shader_key *key) " source_wh, source_repeat_mode, 1);\n" "}\n"; const char *mask_solid_fetch = - GLAMOR_DEFAULT_PRECISION "uniform vec4 mask;\n" "vec4 get_mask()\n" "{\n" " return mask;\n" "}\n"; const char *mask_alpha_pixmap_fetch = - GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n" "uniform sampler2D mask_sampler;\n" "uniform vec4 mask_wh;\n" @@ -172,7 +166,6 @@ glamor_create_composite_fs(struct shader_key *key) " mask_wh, mask_repeat_mode, 0);\n" "}\n"; const char *mask_pixmap_fetch = - GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n" "uniform sampler2D mask_sampler;\n" "uniform vec4 mask_wh;\n" @@ -185,31 +178,26 @@ glamor_create_composite_fs(struct shader_key *key) " mask_wh, mask_repeat_mode, 1);\n" "}\n"; const char *in_source_only = - GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n" " gl_FragColor = get_source();\n" "}\n"; const char *in_normal = - GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n" " gl_FragColor = get_source() * get_mask().a;\n" "}\n"; const char *in_ca_source = - GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n" " gl_FragColor = get_source() * get_mask();\n" "}\n"; const char *in_ca_alpha = - GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n" " gl_FragColor = get_source().a * get_mask();\n" "}\n"; const char *in_ca_dual_blend = - GLAMOR_DEFAULT_PRECISION "out vec4 color0;\n" "out vec4 color1;\n" "void main()\n" @@ -280,7 +268,10 @@ glamor_create_composite_fs(struct shader_key *key) FatalError("Bad composite IN type"); } - XNFasprintf(&source, "%s%s%s%s%s%s%s", header, repeat_define, relocate_texture, + XNFasprintf(&source, + "%s" + GLAMOR_DEFAULT_PRECISION + "%s%s%s%s%s%s", header, repeat_define, relocate_texture, rel_sampler, source_fetch, mask_fetch, in); prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source); |