| Index: src/gpu/gl/GrGLCaps.cpp
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| diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp
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| index a510cb456b030be8a39ba592aaa450a4c3e79b34..79c99c224adcfb392edaf21bea5f2390b45b5fdb 100644
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| --- a/src/gpu/gl/GrGLCaps.cpp
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| +++ b/src/gpu/gl/GrGLCaps.cpp
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| @@ -776,13 +776,13 @@ void GrGLCaps::initStencilFormats(const GrGLContextInfo& ctxInfo) {
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|      fStencilVerifiedColorConfigs.push_back_n(fStencilFormats.count());
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|  }
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|  
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| -static GrGLenum precision_to_gl_float_type(GrShaderVar::Precision p) {
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| +static GrGLenum precision_to_gl_float_type(GrSLPrecision p) {
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|      switch (p) {
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| -        case GrShaderVar::kLow_Precision:
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| +        case kLow_GrSLPrecision:
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|              return GR_GL_LOW_FLOAT;
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| -        case GrShaderVar::kMedium_Precision:
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| +        case kMedium_GrSLPrecision:
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|              return GR_GL_MEDIUM_FLOAT;
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| -        case GrShaderVar::kHigh_Precision:
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| +        case kHigh_GrSLPrecision:
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|              return GR_GL_HIGH_FLOAT;
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|      }
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|      SkFAIL("Unknown precision.");
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| @@ -811,8 +811,8 @@ void GrGLCaps::initShaderPrecisionTable(const GrGLContextInfo& ctxInfo, const Gr
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|                  GrGLenum glShader = shader_type_to_gl_shader(shaderType);
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|                  PrecisionInfo* first = NULL;
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|                  fShaderPrecisionVaries = false;
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| -                for (int p = 0; p < GrShaderVar::kPrecisionCount; ++p) {
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| -                    GrShaderVar::Precision precision = static_cast<GrShaderVar::Precision>(p);
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| +                for (int p = 0; p < kGrSLPrecisionCount; ++p) {
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| +                    GrSLPrecision precision = static_cast<GrSLPrecision>(p);
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|                      GrGLenum glPrecision = precision_to_gl_float_type(precision);
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|                      GrGLint range[2];
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|                      GrGLint bits;
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| @@ -835,7 +835,7 @@ void GrGLCaps::initShaderPrecisionTable(const GrGLContextInfo& ctxInfo, const Gr
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|          fShaderPrecisionVaries = false;
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|          for (int s = 0; s < kGrShaderTypeCount; ++s) {
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|              if (kGeometry_GrShaderType != s || fGeometryShaderSupport) {
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| -                for (int p = 0; p < GrShaderVar::kPrecisionCount; ++p) {
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| +                for (int p = 0; p < kGrSLPrecisionCount; ++p) {
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|                      fFloatPrecisions[s][p].fLogRangeLow = 127;
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|                      fFloatPrecisions[s][p].fLogRangeHigh = 127;
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|                      fFloatPrecisions[s][p].fBits = 23;
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| 
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