diff options
author | Chris Dalton <csmartdalton@google.com> | 2017-11-15 18:27:09 -0700 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-11-16 03:31:45 +0000 |
commit | e42180022720f2fcfd3c634cad855506a7940591 (patch) | |
tree | 76fb7187cd7dd509da717a221b3c309f9b703d3b /src/gpu/glsl | |
parent | ae9d6189ec03c4a188e67b42d755c42024397f44 (diff) |
Fix precision caps and rrect/ellipse effect precisions
Replaces all the complex precision caps with a single flag that says
whether "float" == fp32. Updates the ellipse and rrect effects to
use float coords, and use the scale workaround when float != fp32.
Bug: skia:7190
Change-Id: Ieccff9f38acd05e5cec78fe90d01a5da901a9307
Reviewed-on: https://skia-review.googlesource.com/70961
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/gpu/glsl')
-rw-r--r-- | src/gpu/glsl/GrGLSLProgramBuilder.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gpu/glsl/GrGLSLProgramBuilder.cpp b/src/gpu/glsl/GrGLSLProgramBuilder.cpp index 6f8d1be736..118b904540 100644 --- a/src/gpu/glsl/GrGLSLProgramBuilder.cpp +++ b/src/gpu/glsl/GrGLSLProgramBuilder.cpp @@ -303,7 +303,7 @@ GrGLSLProgramBuilder::SamplerHandle GrGLSLProgramBuilder::emitSampler(GrSLType s const char* name, GrShaderFlags visibility) { this->updateSamplerCounts(visibility); - GrSLPrecision precision = this->shaderCaps()->samplerPrecision(config, visibility); + GrSLPrecision precision = GrSLSamplerPrecision(config); GrSwizzle swizzle = this->shaderCaps()->configTextureSwizzle(config); return this->uniformHandler()->addSampler(visibility, swizzle, samplerType, precision, name); } @@ -311,7 +311,7 @@ GrGLSLProgramBuilder::SamplerHandle GrGLSLProgramBuilder::emitSampler(GrSLType s GrGLSLProgramBuilder::TexelBufferHandle GrGLSLProgramBuilder::emitTexelBuffer( GrPixelConfig config, const char* name, GrShaderFlags visibility) { this->updateSamplerCounts(visibility); - GrSLPrecision precision = this->shaderCaps()->samplerPrecision(config, visibility); + GrSLPrecision precision = GrSLSamplerPrecision(config); return this->uniformHandler()->addTexelBuffer(visibility, precision, name); } |