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Unified Diff: src/gpu/gl/builders/GrGLProgramBuilder.cpp

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: src/gpu/gl/builders/GrGLProgramBuilder.cpp
diff --git a/src/gpu/gl/builders/GrGLProgramBuilder.cpp b/src/gpu/gl/builders/GrGLProgramBuilder.cpp
index 64150a4fda96b8abcd77c1f97fff210c6b912bc9..ab7bd0f55f9c5897218b4c5e1d64e6dbeb9176d3 100644
--- a/src/gpu/gl/builders/GrGLProgramBuilder.cpp
+++ b/src/gpu/gl/builders/GrGLProgramBuilder.cpp
@@ -21,9 +21,6 @@
#define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X)
#define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X)
-// ES2 FS only guarantees mediump and lowp support
-static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision;
-
//////////////////////////////////////////////////////////////////////////////
const int GrGLProgramBuilder::kVarsPerBlock = 8;
@@ -179,7 +176,7 @@ GrGLProgramDataManager::UniformHandle GrGLProgramBuilder::addUniformArray(uint32
// to use the default FS precision.
if ((kVertex_Visibility | kFragment_Visibility) == visibility) {
// the fragment and vertex precisions must match
- uni.fVariable.setPrecision(kDefaultFragmentPrecision);
+ uni.fVariable.setPrecision(GrShaderVar::kDefault_Precision);
}
if (outName) {
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