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authorZhigang Gong <zhigang.gong@linux.intel.com>2011-08-23 14:04:07 +0800
committerZhigang Gong <zhigang.gong@linux.intel.com>2011-09-26 16:47:02 +0800
commit54c91079d2bd21d3fd97b6d5fa3ba5c4a86b6337 (patch)
tree2e5eeefd93811c61d2b1fe0187e61174e640cb98 /glamor/glamor_render.c
parentb4f265c7f9bcb7824df19ea915ab32fe84d9ec53 (diff)
glamor-gles2: Add explicit precision qualifiers for gles2.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Diffstat (limited to 'glamor/glamor_render.c')
-rw-r--r--glamor/glamor_render.c10
1 files changed, 10 insertions, 0 deletions
diff --git a/glamor/glamor_render.c b/glamor/glamor_render.c
index cec6c8d25..bc6347883 100644
--- a/glamor/glamor_render.c
+++ b/glamor/glamor_render.c
@@ -71,12 +71,14 @@ static GLuint
glamor_create_composite_fs(struct shader_key *key)
{
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"
"vec4 get_source()\n"
@@ -84,6 +86,7 @@ glamor_create_composite_fs(struct shader_key *key)
" return texture2D(source_sampler, source_texture);\n"
"}\n";
const char *source_pixmap_fetch =
+ GLAMOR_DEFAULT_PRECISION
"varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"vec4 get_source()\n"
@@ -91,12 +94,14 @@ glamor_create_composite_fs(struct shader_key *key)
" return vec4(texture2D(source_sampler, source_texture).rgb, 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"
"vec4 get_mask()\n"
@@ -104,6 +109,7 @@ glamor_create_composite_fs(struct shader_key *key)
" return texture2D(mask_sampler, mask_texture);\n"
"}\n";
const char *mask_pixmap_fetch =
+ GLAMOR_DEFAULT_PRECISION
"varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n"
"vec4 get_mask()\n"
@@ -111,21 +117,25 @@ glamor_create_composite_fs(struct shader_key *key)
" return vec4(texture2D(mask_sampler, mask_texture).rgb, 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"