Index: src/gpu/GrCoordTransform.cpp |
diff --git a/src/gpu/GrCoordTransform.cpp b/src/gpu/GrCoordTransform.cpp |
index 53285a27eb40d8cb234b9dc002566190606fc4d5..5bb36fcf76a6fbf8f908398efcf8890a03179b17 100644 |
--- a/src/gpu/GrCoordTransform.cpp |
+++ b/src/gpu/GrCoordTransform.cpp |
@@ -22,7 +22,7 @@ void GrCoordTransform::reset(GrCoordSet sourceCoords, const SkMatrix& m, const G |
// increased. Our rule is that we want at least 4 subpixel values in the representation for |
// coords between 0 to 1. Note that this still might not be enough when drawing with repeat |
// or mirror-repeat modes but that case can be arbitrarily bad. |
- fPrecision = GrShaderVar::kDefault_Precision; |
+ fPrecision = kDefault_GrSLPrecision; |
if (texture->getContext()) { |
const GrDrawTargetCaps* caps = texture->getContext()->getGpu()->caps(); |
if (caps->floatPrecisionVaries()) { |
@@ -36,10 +36,10 @@ void GrCoordTransform::reset(GrCoordSet sourceCoords, const SkMatrix& m, const G |
if ((2 << info->fBits) / maxD > 4) { |
break; |
} |
- if (GrShaderVar::kHigh_Precision == fPrecision) { |
+ if (kHigh_GrSLPrecision == fPrecision) { |
break; |
} |
- GrShaderVar::Precision nextP = static_cast<GrShaderVar::Precision>(fPrecision + 1); |
+ GrSLPrecision nextP = static_cast<GrSLPrecision>(fPrecision + 1); |
info = &caps->getFloatShaderPrecisionInfo(kFragment_GrShaderType, nextP); |
if (!info->supported()) { |
break; |
@@ -52,7 +52,7 @@ void GrCoordTransform::reset(GrCoordSet sourceCoords, const SkMatrix& m, const G |
void GrCoordTransform::reset(GrCoordSet sourceCoords, |
const SkMatrix& m, |
- GrShaderVar::Precision precision) { |
+ GrSLPrecision precision) { |
SkASSERT(!fInProcessor); |
fSourceCoords = sourceCoords; |
fMatrix = m; |