Index: src/gpu/effects/GrBezierEffect.cpp |
diff --git a/src/gpu/effects/GrBezierEffect.cpp b/src/gpu/effects/GrBezierEffect.cpp |
index ebbb8d7f88d9f4e8890c87114db7147665ded375..5abd29324dc2282fbaf6c7c20e6ee109420e6b19 100644 |
--- a/src/gpu/effects/GrBezierEffect.cpp |
+++ b/src/gpu/effects/GrBezierEffect.cpp |
@@ -353,7 +353,7 @@ void GrGLCubicEffect::emitCode(const EmitArgs& args) { |
const GrCubicEffect& gp = args.fGP.cast<GrCubicEffect>(); |
GrGLVertToFrag v(kVec4f_GrSLType); |
- args.fPB->addVarying("CubicCoeffs", &v, GrGLShaderVar::kHigh_Precision); |
+ args.fPB->addVarying("CubicCoeffs", &v, kHigh_GrSLPrecision); |
vsBuilder->codeAppendf("%s = %s;", v.vsOut(), gp.inCubicCoeffs()->fName); |
// setup coord outputs |
@@ -366,14 +366,14 @@ void GrGLCubicEffect::emitCode(const EmitArgs& args) { |
GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder(); |
- GrGLShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision); |
- GrGLShaderVar dklmdx("dklmdx", kVec3f_GrSLType, 0, GrGLShaderVar::kHigh_Precision); |
- GrGLShaderVar dklmdy("dklmdy", kVec3f_GrSLType, 0, GrGLShaderVar::kHigh_Precision); |
- GrGLShaderVar dfdx("dfdx", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision); |
- GrGLShaderVar dfdy("dfdy", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision); |
- GrGLShaderVar gF("gF", kVec2f_GrSLType, 0, GrGLShaderVar::kHigh_Precision); |
- GrGLShaderVar gFM("gFM", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision); |
- GrGLShaderVar func("func", kFloat_GrSLType, 0, GrGLShaderVar::kHigh_Precision); |
+ GrGLShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, kHigh_GrSLPrecision); |
+ GrGLShaderVar dklmdx("dklmdx", kVec3f_GrSLType, 0, kHigh_GrSLPrecision); |
+ GrGLShaderVar dklmdy("dklmdy", kVec3f_GrSLType, 0, kHigh_GrSLPrecision); |
+ GrGLShaderVar dfdx("dfdx", kFloat_GrSLType, 0, kHigh_GrSLPrecision); |
+ GrGLShaderVar dfdy("dfdy", kFloat_GrSLType, 0, kHigh_GrSLPrecision); |
+ GrGLShaderVar gF("gF", kVec2f_GrSLType, 0, kHigh_GrSLPrecision); |
+ GrGLShaderVar gFM("gFM", kFloat_GrSLType, 0, kHigh_GrSLPrecision); |
+ GrGLShaderVar func("func", kFloat_GrSLType, 0, kHigh_GrSLPrecision); |
fsBuilder->declAppend(edgeAlpha); |
fsBuilder->declAppend(dklmdx); |