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authorTom Gall <tom.gall@linaro.org>2013-03-20 13:30:48 -0500
committerChad Versace <chad.versace@linux.intel.com>2013-04-09 18:27:43 -0700
commitf0b6f7a34fd82d040d3d1d64eefd27e23573ae32 (patch)
tree2a0f7c6710d25890534edb070d737037bffa4b6b
parentd961b6aeea1fe20bc2ab897f8eb810b55742661b (diff)
glsl-es-1.00: sanity.shader_test fragment needs default precision
GLSL ES 1.00 spec 4.5.3 page 36: "The fragment language has no default precision qualifier for floating point types." Adding default precision for float in the fragment shader so this sanity testcase doesn't error out. mediump is choosen since according to 4.5.2 page 34: "The fragment language requires any uses of lowp and mediump to compile without error. Support for highp is optional." Signed-off-by: Tom Gall <tom.gall@linaro.org> Reviewed-by: Stuart Abercrombie <sabercrombie@chromium.org> Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
-rw-r--r--tests/spec/glsl-es-1.00/execution/sanity.shader_test2
1 files changed, 2 insertions, 0 deletions
diff --git a/tests/spec/glsl-es-1.00/execution/sanity.shader_test b/tests/spec/glsl-es-1.00/execution/sanity.shader_test
index 0884e2c6..5461167f 100644
--- a/tests/spec/glsl-es-1.00/execution/sanity.shader_test
+++ b/tests/spec/glsl-es-1.00/execution/sanity.shader_test
@@ -12,6 +12,8 @@ void main() {
}
[fragment shader]
+precision mediump float;
+
uniform vec4 u_color;
void main() {