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path: root/src/glsl/glcpp/glcpp-parse.y
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-rw-r--r--src/glsl/glcpp/glcpp-parse.y9
1 files changed, 8 insertions, 1 deletions
diff --git a/src/glsl/glcpp/glcpp-parse.y b/src/glsl/glcpp/glcpp-parse.y
index b31a18f87d..558ad0acac 100644
--- a/src/glsl/glcpp/glcpp-parse.y
+++ b/src/glsl/glcpp/glcpp-parse.y
@@ -320,6 +320,14 @@ control_line:
if ($2 == 100)
add_builtin_define (parser, "GL_ES", 1);
+ /* Currently, all ES2 implementations support highp in the
+ * fragment shader, so we always define this macro in ES2.
+ * If we ever get a driver that doesn't support highp, we'll
+ * need to add a flag to the gl_context and check that here.
+ */
+ if ($2 >= 130 || $2 == 100)
+ add_builtin_define (parser, "GL_FRAGMENT_PRECISION_HIGH", 1);
+
glcpp_printf(parser->output, "#version %" PRIiMAX, $2);
}
| HASH NEWLINE
@@ -464,7 +472,6 @@ conditional_token:
conditional_tokens:
/* Exactly the same as pp_tokens, but using conditional_token */
conditional_token {
- parser->space_tokens = 1;
$$ = _token_list_create (parser);
_token_list_append ($$, $1);
talloc_unlink (parser, $1);