| Index: src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
|
| diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
|
| index 166e4744340e7f07ea06f64398649c60abaf680b..a52b1a638691340757bb1c6c5e4a925f439ef99e 100644
|
| --- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
|
| +++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
|
| @@ -176,7 +176,7 @@ const char* GrGLSLFragmentShaderBuilder::fragmentPosition() {
|
| // The Adreno compiler seems to be very touchy about access to "gl_FragCoord".
|
| // Accessing glFragCoord.zw can cause a program to fail to link. Additionally,
|
| // depending on the surrounding code, accessing .xy with a uniform involved can
|
| - // do the same thing. Copying gl_FragCoord.xy into a temp vec2 beforehand
|
| + // do the same thing. Copying gl_FragCoord.xy into a temp vec2 beforehand
|
| // (and only accessing .xy) seems to "fix" things.
|
| const char* precision = glslCaps->usesPrecisionModifiers() ? "highp " : "";
|
| this->codePrependf("\t%svec4 %s = vec4(%s.x, %s - %s.y, 1.0, 1.0);\n",
|
| @@ -264,7 +264,7 @@ const char* GrGLSLFragmentShaderBuilder::dstColor() {
|
| return fbFetchColorName;
|
| } else {
|
| return kDstTextureColorName;
|
| - }
|
| + }
|
| }
|
|
|
| void GrGLSLFragmentShaderBuilder::enableAdvancedBlendEquationIfNeeded(GrBlendEquation equation) {
|
| @@ -322,7 +322,7 @@ void GrGLSLFragmentBuilder::declAppendf(const char* fmt, ...) {
|
| va_list argp;
|
| va_start(argp, fmt);
|
| inputs().appendVAList(fmt, argp);
|
| - va_end(argp);
|
| + va_end(argp);
|
| }
|
|
|
| const char* GrGLSLFragmentShaderBuilder::getSecondaryColorOutputName() const {
|
| @@ -392,4 +392,3 @@ void GrGLSLFragmentShaderBuilder::onAfterChildProcEmitCode() {
|
| int removeAt = fMangleString.findLastOf('_');
|
| fMangleString.remove(removeAt, fMangleString.size() - removeAt);
|
| }
|
| -
|
|
|