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Unified Diff: include/gpu/GrShaderVar.h

Issue 766753006: clean up default precision handling (Closed) Base URL: https://skia.googlesource.com/skia.git@precision
Patch Set: Created 6 years ago
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Index: include/gpu/GrShaderVar.h
diff --git a/include/gpu/GrShaderVar.h b/include/gpu/GrShaderVar.h
index cbc074df7bd53d9c25b47e3a7971d119a25150cd..967ae826899f703c2ad64e17b6930cc2f27ea19a 100644
--- a/include/gpu/GrShaderVar.h
+++ b/include/gpu/GrShaderVar.h
@@ -35,14 +35,13 @@ public:
};
enum Precision {
- kLow_Precision, // lowp
- kMedium_Precision, // mediump
- kHigh_Precision, // highp
- kDefault_Precision, // Default for the current context. We make
- // fragment shaders default to mediump on ES2
- // because highp support is not guaranteed (and
- // we haven't been motivated to test for it).
- // Otherwise, highp.
+ kLow_Precision,
+ kMedium_Precision,
+ kHigh_Precision,
+
+ // Default precision is medium. This is because on OpenGL ES 2 highp support is not
+ // guaranteed. On (non-ES) OpenGL the specifiers have no effect on precision.
+ kDefault_Precision = kMedium_Precision,
};
/**
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