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); |
} |
- |