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authorGravatar egdaniel <egdaniel@google.com>2015-10-26 08:38:25 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2015-10-26 08:38:26 -0700
commitcb7ba1eafce89a2f90239a7be56050fa98a47b9f (patch)
treeeb332246d1e7ec586c5074c30b0714982f2879cf /src/gpu/gl/builders
parent5c3ea4cd3921e8904d4f201bcdedfd5b8a726542 (diff)
Make appending default precision be controled by GLSL
Diffstat (limited to 'src/gpu/gl/builders')
-rw-r--r--src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp11
1 files changed, 5 insertions, 6 deletions
diff --git a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp
index d31482a4bb..73098547a8 100644
--- a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp
+++ b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.cpp
@@ -8,7 +8,7 @@
#include "GrGLFragmentShaderBuilder.h"
#include "GrGLProgramBuilder.h"
#include "gl/GrGLGpu.h"
-#include "gl/GrGLGLSL.h"
+#include "glsl/GrGLSL.h"
#include "glsl/GrGLSLCaps.h"
#define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X)
@@ -267,17 +267,16 @@ const char* GrGLFragmentShaderBuilder::getSecondaryColorOutputName() const {
bool GrGLFragmentShaderBuilder::compileAndAttachShaders(GrGLuint programId,
SkTDArray<GrGLuint>* shaderIds) {
- GrGLGpu* gpu = fProgramBuilder->gpu();
this->versionDecl() = fProgramBuilder->glslCaps()->versionDeclString();
- GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision,
- gpu->glStandard(),
- &this->precisionQualifier());
+ GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision,
+ *fProgramBuilder->glslCaps(),
+ &this->precisionQualifier());
this->compileAndAppendLayoutQualifiers();
fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kFragment_Visibility,
&this->uniforms());
this->appendDecls(fInputs, &this->inputs());
// We shouldn't have declared outputs on 1.10
- SkASSERT(k110_GrGLSLGeneration != gpu->glslGeneration() || fOutputs.empty());
+ SkASSERT(k110_GrGLSLGeneration != fProgramBuilder->gpu()->glslGeneration() || fOutputs.empty());
this->appendDecls(fOutputs, &this->outputs());
return this->finalize(programId, GR_GL_FRAGMENT_SHADER, shaderIds);
}