[vlc-commits] opengl: protect precision settings, since current OS X OpenGL implementations don't support it (yet)

Felix Paul Kühne git at videolan.org
Fri Feb 8 22:45:24 CET 2013


vlc | branch: master | Felix Paul Kühne <fkuehne at videolan.org> | Fri Feb  8 22:45:16 2013 +0100| [2aecbd24fb9eba0e1b50d30f0afa52e46e1aa695] | committer: Felix Paul Kühne

opengl: protect precision settings, since current OS X OpenGL implementations don't support it (yet)

> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=2aecbd24fb9eba0e1b50d30f0afa52e46e1aa695
---

 modules/video_output/opengl.c |    8 ++++++++
 1 file changed, 8 insertions(+)

diff --git a/modules/video_output/opengl.c b/modules/video_output/opengl.c
index 9079e5b..5533fea 100644
--- a/modules/video_output/opengl.c
+++ b/modules/video_output/opengl.c
@@ -194,7 +194,9 @@ static void BuildVertexShader(vout_display_opengl_t *vgl,
     /* Basic vertex shader */
     const char *vertexShader =
         "#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
         "precision highp float;"
+#endif
         "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
         "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
         "attribute vec4 VertexPosition;"
@@ -238,7 +240,9 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
     /* Basic linear YUV -> RGB conversion using bilinear interpolation */
     const char *template_glsl_yuv =
         "#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
         "precision highp float;"
+#endif
         "uniform sampler2D Texture0;"
         "uniform sampler2D Texture1;"
         "uniform sampler2D Texture2;"
@@ -289,7 +293,9 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
     // Simple shader for RGB
     const char *code =
         "#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
         "precision highp float;"
+#endif
         "uniform sampler2D Texture[3];"
         "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
         "void main()"
@@ -307,7 +313,9 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
     // Simple shader for RGBA
     const char *code =
         "#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
         "precision highp float;"
+#endif
         "uniform sampler2D Texture;"
         "uniform vec4 FillColor;"
         "varying vec4 TexCoord0;"



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