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.
The GL2Encoder::m_compressedTextureFormats member wasn't initialized, so the d'tor
would sometimes crash trying to delete it. Also init m_num_compressedTextureFormats.
Change-Id: Iae423c16a84a4e454e0e1167f7478f9e2f6183c0
Added GLESv2 library to system.
Made fixes to the host libOpenGLRender to
compile and support GLESv2 (defined WITH_GLES2).
Other fixes required to make GLESv2 to work.
Change-Id: I9eb198e6092e7fa3550342c50929dd1714282cb3
This is the first commit for the GLESv1 implementation.
It also includes needed fixes in emugen to support const types.
Also, changed glFinish definition in gl.in to match the
definition as in gl.h.
Change-Id: I90262a1db6035a90af8db17984acecef6499847a
glShaderSource strings are concatenated into a single string
before sent over the wire protocol. The wire protocol transfer is
done using a special api call 'glShaderString'
Change-Id: I90c157df66fe82fee17c460a1e7852d370c77088