[libcamera-devel,1/2] qcam: assets: shader: bayer_8.frag: Add precision
diff mbox series

Message ID 20220627152405.36654-1-kunalagarwal1072002@gmail.com
State Superseded
Headers show
Series
  • [libcamera-devel,1/2] qcam: assets: shader: bayer_8.frag: Add precision
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Commit Message

Kunal Agarwal June 27, 2022, 3:24 p.m. UTC
Add precision for data types

Signed-off-by: Kunal Agarwal <kunalagarwal1072002@gmail.com>
---
 src/qcam/assets/shader/bayer_8.frag | 3 +++
 1 file changed, 3 insertions(+)

Comments

Laurent Pinchart June 27, 2022, 3:46 p.m. UTC | #1
Hi Kunal,

Thank you for the patch.

On Mon, Jun 27, 2022 at 08:54:05PM +0530, Kunal Agarwal via libcamera-devel wrote:
> Add precision for data types

This explains what the patch does, but is missing the most important
piece of information: why is this needed ? A word about why you picked
mediump would also be helpful.

https://cbea.ms/git-commit/#why-not-how is a good read when it comes to
how to write good commit messages.

The same applies to patch 2/2.

> Signed-off-by: Kunal Agarwal <kunalagarwal1072002@gmail.com>
> ---
>  src/qcam/assets/shader/bayer_8.frag | 3 +++
>  1 file changed, 3 insertions(+)
> 
> diff --git a/src/qcam/assets/shader/bayer_8.frag b/src/qcam/assets/shader/bayer_8.frag
> index 4ece44ab..7e35ca88 100644
> --- a/src/qcam/assets/shader/bayer_8.frag
> +++ b/src/qcam/assets/shader/bayer_8.frag
> @@ -15,6 +15,9 @@ Copyright (C) 2021, Linaro
>  */
>  
>  //Pixel Shader
> +#ifdef GL_ES
> +precision mediump float;
> +#endif
>  
>  /** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
>  uniform sampler2D       tex_y;

Patch
diff mbox series

diff --git a/src/qcam/assets/shader/bayer_8.frag b/src/qcam/assets/shader/bayer_8.frag
index 4ece44ab..7e35ca88 100644
--- a/src/qcam/assets/shader/bayer_8.frag
+++ b/src/qcam/assets/shader/bayer_8.frag
@@ -15,6 +15,9 @@  Copyright (C) 2021, Linaro
 */
 
 //Pixel Shader
+#ifdef GL_ES
+precision mediump float;
+#endif
 
 /** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
 uniform sampler2D       tex_y;