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authorGravatar bsalomon <bsalomon@google.com>2014-12-04 13:02:47 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2014-12-04 13:02:47 -0800
commitc92aadcf9a49e85b21293a96d73a2d0a8a08fe64 (patch)
treef257096a48d3945ece1e7c58e5c756a7cffef33c /include/gpu/GrShaderVar.h
parenteb2a6761654307e8aeeeaabdd63c6bf9ab0411e9 (diff)
clean up default precision handling
R=joshualitt@google.com Review URL: https://codereview.chromium.org/766753006
Diffstat (limited to 'include/gpu/GrShaderVar.h')
-rw-r--r--include/gpu/GrShaderVar.h15
1 files changed, 7 insertions, 8 deletions
diff --git a/include/gpu/GrShaderVar.h b/include/gpu/GrShaderVar.h
index cbc074df7b..967ae82689 100644
--- a/include/gpu/GrShaderVar.h
+++ b/include/gpu/GrShaderVar.h
@@ -35,14 +35,13 @@ public:
};
enum Precision {
- kLow_Precision, // lowp
- kMedium_Precision, // mediump
- kHigh_Precision, // highp
- kDefault_Precision, // Default for the current context. We make
- // fragment shaders default to mediump on ES2
- // because highp support is not guaranteed (and
- // we haven't been motivated to test for it).
- // Otherwise, highp.
+ kLow_Precision,
+ kMedium_Precision,
+ kHigh_Precision,
+
+ // Default precision is medium. This is because on OpenGL ES 2 highp support is not
+ // guaranteed. On (non-ES) OpenGL the specifiers have no effect on precision.
+ kDefault_Precision = kMedium_Precision,
};
/**