| 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;
|
|
|