Index: src/gpu/gl/GrGLShaderVar.h |
diff --git a/src/gpu/gl/GrGLShaderVar.h b/src/gpu/gl/GrGLShaderVar.h |
index acbcef3c45d384e3783e38ca70abe132a467e89a..7862abdb26d52d16818a73f5cda0bc8dcac0b698 100644 |
--- a/src/gpu/gl/GrGLShaderVar.h |
+++ b/src/gpu/gl/GrGLShaderVar.h |
@@ -267,7 +267,7 @@ public: |
ctxInfo.glslGeneration())); |
out->append(" "); |
} |
- out->append(PrecisionString(fPrecision, ctxInfo.binding())); |
+ out->append(PrecisionString(fPrecision, ctxInfo.standard())); |
GrSLType effectiveType = this->getType(); |
if (this->isArray()) { |
if (this->isUnsizedArray()) { |
@@ -302,9 +302,9 @@ public: |
fUseUniformFloatArrays ? "" : ".x"); |
} |
- static const char* PrecisionString(Precision p, GrGLBinding binding) { |
+ static const char* PrecisionString(Precision p, GrGLStandard standard) { |
// Desktop GLSL has added precision qualifiers but they don't do anything. |
- if (kES_GrGLBinding == binding) { |
+ if (kGLES_GrGLStandard == standard) { |
switch (p) { |
case kLow_Precision: |
return "lowp "; |