Changeset 189331 in webkit
- Timestamp:
- Sep 3, 2015 7:08:24 PM (9 years ago)
- Location:
- trunk/Source/WebCore
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/Source/WebCore/ChangeLog
r189327 r189331 1 2015-09-03 Jinyoung Hur <hur.ims@navercorp.com> 2 3 [Texmap] highp precision should be used conditionally for fragment shaders on OpenGL ES 4 https://bugs.webkit.org/show_bug.cgi?id=143993 5 6 Reviewed by Martin Robinson. 7 8 There are some GPUs that do not support the GL_OES_fragment_precision_high extension. (e.g., Mali-T624) 9 Therefore, highp precision should be used in shader fragments conditionally using a proper preprocessor, 10 GL_FRAGMENT_PRECISION_HIGH. 11 Without this patch, nothing will be displayed on the screen if the running platform doesn't support the 12 GL_OES_fragment_precision_high extension. 13 14 No new tests, covered by existing tests. 15 16 * platform/graphics/texmap/TextureMapperShaderProgram.cpp: 17 1 18 2015-09-03 Ryosuke Niwa <rniwa@webkit.org> 2 19 -
trunk/Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp
r174830 r189331 120 120 121 121 #define GLSL_DIRECTIVE(...) "#"#__VA_ARGS__"\n" 122 123 #define TEXTURE_SPACE_MATRIX_PRECISION_DIRECTIVE \ 124 GLSL_DIRECTIVE(ifdef GL_FRAGMENT_PRECISION_HIGH) \ 125 GLSL_DIRECTIVE(define TextureSpaceMatrixPrecision highp) \ 126 GLSL_DIRECTIVE(else) \ 127 GLSL_DIRECTIVE(define TextureSpaceMatrixPrecision mediump) \ 128 GLSL_DIRECTIVE(endif) 129 122 130 static const char* vertexTemplate = 131 TEXTURE_SPACE_MATRIX_PRECISION_DIRECTIVE 123 132 STRINGIFY( 133 precision TextureSpaceMatrixPrecision float; 124 134 attribute vec4 a_vertex; 125 135 uniform mat4 u_modelViewMatrix; … … 208 218 ANTIALIASING_TEX_COORD_DIRECTIVE 209 219 BLUR_CONSTANTS 220 TEXTURE_SPACE_MATRIX_PRECISION_DIRECTIVE 210 221 STRINGIFY( 211 precision highpfloat;222 precision TextureSpaceMatrixPrecision float; 212 223 uniform mat4 u_textureSpaceMatrix; 213 224 precision mediump float;
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