Chromium Code Reviews| Index: src/gpu/gl/GrGLShaderBuilder.cpp |
| diff --git a/src/gpu/gl/GrGLShaderBuilder.cpp b/src/gpu/gl/GrGLShaderBuilder.cpp |
| index c5df4c803ce501011616bef7c7d458d1668d8996..be10594c85d950f5189b5f28728ce0544100a519 100644 |
| --- a/src/gpu/gl/GrGLShaderBuilder.cpp |
| +++ b/src/gpu/gl/GrGLShaderBuilder.cpp |
| @@ -693,9 +693,17 @@ static GrGLuint attach_shader(const GrGLContext& glCtx, |
| bool GrGLShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { |
| SkString fragShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); |
| fragShaderSrc.append(fFSExtensions); |
| - append_default_precision_qualifier(kDefaultFragmentPrecision, |
| - fGpu->glStandard(), |
| - &fragShaderSrc); |
| + |
| + if (kImagination_GrGLVendor == this->ctxInfo().vendor() && |
| + kPVRRogueHood_GrGLRenderer == this->ctxInfo().renderer()) |
| + append_default_precision_qualifier(GrGLShaderVar::kHigh_Precision, |
|
bsalomon
2014/06/09 13:56:45
Can you not just apply highp to the vars emitted b
changjun.yang
2014/06/10 11:41:17
Thanks! Pls see my comments above.
|
| + fGpu->glStandard(), |
| + &fragShaderSrc); |
| + else |
| + append_default_precision_qualifier(kDefaultFragmentPrecision, |
| + fGpu->glStandard(), |
| + &fragShaderSrc); |
| + |
| this->appendUniformDecls(kFragment_Visibility, &fragShaderSrc); |
| this->appendDecls(fFSInputs, &fragShaderSrc); |
| // We shouldn't have declared outputs on 1.10 |