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Unified Diff: src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp

Issue 1500393002: Always use high precision on NDS transform (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years ago
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Index: src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
diff --git a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
index 0504bbb354b2244de9e7f1778146d4d75dbe37d4..005b2725fffc8c412f283e551090bb32c0070809 100644
--- a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
@@ -18,13 +18,8 @@ GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program)
void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar) {
SkASSERT(!fRtAdjustName);
- GrSLPrecision precision = kDefault_GrSLPrecision;
- if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) {
- precision = kHigh_GrSLPrecision;
- }
-
// setup RT Uniform
- fProgramBuilder->addRTAdjustmentUniform(precision,
+ fProgramBuilder->addRTAdjustmentUniform(kHigh_GrSLPrecision,
fProgramBuilder->rtAdjustment(),
&fRtAdjustName);
if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {
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