| 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,
|
| };
|
|
|
| /**
|
|
|