opengles Translator: Omit precision macros from shaders
The shaders fail to compile if we don't omit those changes (Cordy game for example). Anyways, they have no semantic meaning in GLSL, quote for GLSL 4.1 spec: "Precision qualifiers are added for code portability with OpenGL ES, not for functionality. They have the same syntax as in OpenGL ES, as described below, but they have no semantic meaning, which includes no effect on the precision used to store or operate on variables." Also removed an anoying print in the encoder.
This commit is contained in:
committed by
Guy Zadickario
parent
5d0b85f029
commit
304a1c21ca
@@ -304,7 +304,7 @@ void GL2Encoder::s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum
|
||||
count * glSizeof(type));
|
||||
// XXX - OPTIMIZATION (see the other else branch) should be implemented
|
||||
if(!has_indirect_arrays) {
|
||||
LOGD("unoptimized drawelements !!!\n");
|
||||
//LOGD("unoptimized drawelements !!!\n");
|
||||
}
|
||||
} else {
|
||||
// we are all direct arrays and immidate mode index array -
|
||||
|
||||
Reference in New Issue
Block a user