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Unified Diff: src/gpu/effects/GrDistanceFieldTextureEffect.cpp

Issue 788733003: Make addUniform take a precision (Closed) Base URL: https://skia.googlesource.com/skia.git@move_prec
Patch Set: rebase Created 6 years ago
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Index: src/gpu/effects/GrDistanceFieldTextureEffect.cpp
diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
index f1f4a9fbb109ac53746c456c25ff43aad2344db6..0570305c335ec1e0427ca309400a865c3eae0100 100755
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
@@ -58,8 +58,8 @@ public:
const char* textureSizeUniName = NULL;
fTextureSizeUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, "TextureSize",
- &textureSizeUniName);
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "TextureSize", &textureSizeUniName);
fsBuilder->codeAppend("\tvec4 texColor = ");
fsBuilder->appendTextureLookup(args.fSamplers[0],
@@ -107,8 +107,8 @@ public:
const char* luminanceUniName = NULL;
// width, height, 1/(3*width)
fLuminanceUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, "Luminance",
- &luminanceUniName);
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Luminance", &luminanceUniName);
fsBuilder->codeAppendf("\tuv = vec2(val, %s);\n", luminanceUniName);
fsBuilder->codeAppend("\tvec4 gammaColor = ");
@@ -297,8 +297,8 @@ public:
const char* textureSizeUniName = NULL;
fTextureSizeUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, "TextureSize",
- &textureSizeUniName);
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "TextureSize", &textureSizeUniName);
fsBuilder->codeAppend("vec4 texColor = ");
fsBuilder->appendTextureLookup(args.fSamplers[0],
@@ -474,8 +474,8 @@ public:
const char* textureSizeUniName = NULL;
// width, height, 1/(3*width)
fTextureSizeUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, "TextureSize",
- &textureSizeUniName);
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "TextureSize", &textureSizeUniName);
GrGLGPFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
@@ -555,8 +555,8 @@ public:
const char* textColorUniName = NULL;
// width, height, 1/(3*width)
fTextColorUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, "TextColor",
- &textColorUniName);
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "TextColor", &textColorUniName);
fsBuilder->codeAppendf("\tuv = vec2(val.x, %s.x);\n", textColorUniName);
fsBuilder->codeAppend("\tvec4 gammaColor = ");
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