From 38dfc970dfca3cf1d519fd16b2aeeba7b146ebe5 Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Sat, 29 Nov 2014 01:27:47 -0600 Subject: [PATCH] Fixes OpenGL ES rendering. sampler2DArray doesn't have a default precision, so we need to set it ourselves. --- Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp index bf789f46a6..0249ce3c95 100644 --- a/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp +++ b/Source/Core/VideoBackends/OGL/ProgramShaderCache.cpp @@ -519,6 +519,7 @@ void ProgramShaderCache::CreateHeader() // Precision defines for GLSL ES "%s\n" "%s\n" + "%s\n" // Silly differences "#define float2 vec2\n" @@ -551,6 +552,7 @@ void ProgramShaderCache::CreateHeader() , v>=GLSLES_300 ? "precision highp float;" : "" , v>=GLSLES_300 ? "precision highp int;" : "" + , v>=GLSLES_300 ? "precision highp sampler2DArray;" : "" , DriverDetails::HasBug(DriverDetails::BUG_BROKENTEXTURESIZE) ? "#define textureSize(x, y) ivec2(1, 1)" : "" , DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "#define centroid" : ""