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) { |