| Index: src/gpu/effects/GrDistanceFieldGeoProc.cpp
|
| diff --git a/src/gpu/effects/GrDistanceFieldGeoProc.cpp b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
|
| index 159f1849b92c7c6331e5db67309465997e8287ad..1f3fedef7677727ea29fc9c673f0e550bb40ab6f 100644
|
| --- a/src/gpu/effects/GrDistanceFieldGeoProc.cpp
|
| +++ b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
|
| @@ -100,7 +100,7 @@ public:
|
| dfTexEffect.inTextureCoords()->fName);
|
|
|
| // Use highp to work around aliasing issues
|
| - fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(),
|
| + fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(args.fGLSLCaps,
|
| kHigh_GrSLPrecision));
|
| fragBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn());
|
|
|
| @@ -338,7 +338,7 @@ public:
|
| "TextureSize", &textureSizeUniName);
|
|
|
| // Use highp to work around aliasing issues
|
| - fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(),
|
| + fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(args.fGLSLCaps,
|
| kHigh_GrSLPrecision));
|
| fragBuilder->codeAppendf("vec2 uv = %s;", v.fsIn());
|
|
|
| @@ -350,7 +350,7 @@ public:
|
| fragBuilder->codeAppend("float distance = "
|
| SK_DistanceFieldMultiplier "*(texColor - " SK_DistanceFieldThreshold ");");
|
|
|
| - fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(),
|
| + fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(args.fGLSLCaps,
|
| kHigh_GrSLPrecision));
|
| fragBuilder->codeAppendf("vec2 st = uv*%s;", textureSizeUniName);
|
| fragBuilder->codeAppend("float afwidth;");
|
| @@ -574,10 +574,10 @@ public:
|
|
|
| // create LCD offset adjusted by inverse of transform
|
| // Use highp to work around aliasing issues
|
| - fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(),
|
| + fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(args.fGLSLCaps,
|
| kHigh_GrSLPrecision));
|
| fragBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn());
|
| - fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(pb->glslCaps(),
|
| + fragBuilder->codeAppend(GrGLSLShaderVar::PrecisionString(args.fGLSLCaps,
|
| kHigh_GrSLPrecision));
|
|
|
| SkScalar lcdDelta = 1.0f / (3.0f * atlas->width());
|
|
|