Index: src/gpu/gl/GrGLShaderBuilder.cpp |
diff --git a/src/gpu/gl/GrGLShaderBuilder.cpp b/src/gpu/gl/GrGLShaderBuilder.cpp |
index 961cad798fcf46b0de06c1dc4817f5bbe954baaa..3d01ba555382663ef62534d114a2f24b34de9801 100644 |
--- a/src/gpu/gl/GrGLShaderBuilder.cpp |
+++ b/src/gpu/gl/GrGLShaderBuilder.cpp |
@@ -181,7 +181,7 @@ bool GrGLShaderBuilder::enableFeature(GLSLFeature feature) { |
if (!fGpu->glCaps().shaderDerivativeSupport()) { |
return false; |
} |
- if (kES_GrGLBinding == fGpu->glBinding()) { |
+ if (kGLES_GrGLStandard == fGpu->glStandard()) { |
this->addFSFeature(1 << kStandardDerivatives_GLSLFeature, |
"GL_OES_standard_derivatives"); |
} |
@@ -471,10 +471,10 @@ void GrGLShaderBuilder::fsEmitFunction(GrSLType returnType, |
namespace { |
inline void append_default_precision_qualifier(GrGLShaderVar::Precision p, |
- GrGLBinding binding, |
+ GrGLStandard standard, |
SkString* str) { |
// Desktop GLSL has added precision qualifiers but they don't do anything. |
- if (kES_GrGLBinding == binding) { |
+ if (kGLES_GrGLStandard == standard) { |
switch (p) { |
case GrGLShaderVar::kHigh_Precision: |
str->append("precision highp float;\n"); |
@@ -689,7 +689,7 @@ bool GrGLShaderBuilder::compileAndAttachShaders(GrGLuint programId) const { |
SkString fragShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); |
fragShaderSrc.append(fFSExtensions); |
append_default_precision_qualifier(kDefaultFragmentPrecision, |
- fGpu->glBinding(), |
+ fGpu->glStandard(), |
&fragShaderSrc); |
this->appendUniformDecls(kFragment_Visibility, &fragShaderSrc); |
this->appendDecls(fFSInputs, &fragShaderSrc); |