From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 70169] taskbar is white when using kwin GLES
Date: Tue, 08 Oct 2013 18:11:31 +0000
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Date: Tue, 8 Oct 2013 18:11:30 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=70169
Ian Romanick changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |NOTOURBUG
--- Comment #2 from Ian Romanick ---
It appears that kwin's shaders are incorrect. In 9.2 we fixed a deviation from
the GLSL ES specification (that is followed by numerous other vendors) that we
did not require precision qualifiers for float types in the fragment shader.
They just need to add:
precision float;
the their fragment shaders. In OpenGL ES 3.0, highp must be supported, but in
ES 2.0 it is optional.
See the following commit:
commit cabd45773b58d6aa48202da1cdd8cf1a6b856c53
Author: Ian Romanick
Date: Fri Aug 9 15:17:18 2013 -0700
glsl: Track existence of default float precision in GLSL ES fragment
shaders
This is required by the spec, and it's a bit tricky because the default
precision is scoped. As a result, I'm slightly abusing the symbol
table.
Fixes piglit no-default-float-precision.frag tests and the piglit
default-precision-nested-scope-0[1234].frag tests that are currently on
the piglit mailing list for review.
On IRC I got confirmation from cwabbot that ARM (Mali T6xx and T400)
enforces this requirement and from kusma that NVIDIA (Tegra2) enforces
this requirement. We should be safe from regressing shipping
applications.
Signed-off-by: Ian Romanick
Reviewed-by: Kenneth Graunke
Cc: "9.2"
--
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Ian Romanick
changed
bug 70169
| What |
Removed |
Added |
| Status |
NEW
|
RESOLVED
|
| Resolution |
---
|
NOTOURBUG
|
Comment # 2
on bug 70169
from Ian Romanick
It appears that kwin's shaders are incorrect. In 9.2 we fixed a deviation from
the GLSL ES specification (that is followed by numerous other vendors) that we
did not require precision qualifiers for float types in the fragment shader.
They just need to add:
precision <precision of choice> float;
the their fragment shaders. In OpenGL ES 3.0, highp must be supported, but in
ES 2.0 it is optional.
See the following commit:
commit cabd45773b58d6aa48202da1cdd8cf1a6b856c53
Author: Ian Romanick <ian.d.romanick@intel.com>
Date: Fri Aug 9 15:17:18 2013 -0700
glsl: Track existence of default float precision in GLSL ES fragment
shaders
This is required by the spec, and it's a bit tricky because the default
precision is scoped. As a result, I'm slightly abusing the symbol
table.
Fixes piglit no-default-float-precision.frag tests and the piglit
default-precision-nested-scope-0[1234].frag tests that are currently on
the piglit mailing list for review.
On IRC I got confirmation from cwabbot that ARM (Mali T6xx and T400)
enforces this requirement and from kusma that NVIDIA (Tegra2) enforces
this requirement. We should be safe from regressing shipping
applications.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "9.2" <mesa-stable@lists.freedesktop.org>
You are receiving this mail because:
- You are the assignee for the bug.
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