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, |
}; |
/** |