Prevent GLES2 bool uniforms from having a precision type set.
When setting the default precision type for uniforms (before compiling
the shader) prevent boolean uniforms from having one set. Booleans can't
have a precision type and on some Android devices this caused a
compilation failure.
Fixes #30317
(cherry picked from commit 10f1e0f63a
)
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@ -318,7 +318,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener
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// use highp if no precision is specified to prevent different default values in fragment and vertex shader
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// use highp if no precision is specified to prevent different default values in fragment and vertex shader
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SL::DataPrecision precision = E->get().precision;
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SL::DataPrecision precision = E->get().precision;
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if (precision == SL::PRECISION_DEFAULT) {
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if (precision == SL::PRECISION_DEFAULT && E->get().type != SL::TYPE_BOOL) {
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precision = SL::PRECISION_HIGHP;
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precision = SL::PRECISION_HIGHP;
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}
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}
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