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authorGravatar jvanverth <jvanverth@google.com>2015-02-23 13:08:39 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2015-02-23 13:08:39 -0800
commit9671ecd44e48e8bbe1361830717b79c9c4dc9d17 (patch)
tree1e17930454ee8405837f205ff6d28a57a3e3fa31 /src
parent6df8e3495a677a5df2476d2ff3bbe878fd178e4b (diff)
Use highp for distance field texture coord varyings.
Because the glyph texture atlas is 1024x2048, on certain platforms using mediump UVs is not enough resolution for doing texture lookups and getting good results for distance fields. Bumping these to highp solves this problem. BUG=skia:3445 Review URL: https://codereview.chromium.org/951003002
Diffstat (limited to 'src')
-rwxr-xr-xsrc/gpu/effects/GrDistanceFieldTextureEffect.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
index 9015a6ff43..3b9bc9b6f0 100755
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp
@@ -50,11 +50,11 @@ public:
vsBuilder->emitAttributes(dfTexEffect);
GrGLVertToFrag st(kVec2f_GrSLType);
- args.fPB->addVarying("IntTextureCoords", &st);
+ args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
GrGLVertToFrag uv(kVec2f_GrSLType);
- args.fPB->addVarying("TextureCoords", &uv);
+ args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
// this is only used with text, so our texture bounds always match the glyph atlas
vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_RECIP_WIDTH ", "
GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(),
@@ -335,7 +335,7 @@ public:
vsBuilder->emitAttributes(dfTexEffect);
GrGLVertToFrag v(kVec2f_GrSLType);
- args.fPB->addVarying("TextureCoords", &v);
+ args.fPB->addVarying("TextureCoords", &v, kHigh_GrSLPrecision);
// setup pass through color
this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor,
@@ -576,11 +576,11 @@ public:
vsBuilder->emitAttributes(dfTexEffect);
GrGLVertToFrag st(kVec2f_GrSLType);
- args.fPB->addVarying("IntTextureCoords", &st);
+ args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);
GrGLVertToFrag uv(kVec2f_GrSLType);
- args.fPB->addVarying("TextureCoords", &uv);
+ args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
// this is only used with text, so our texture bounds always match the glyph atlas
vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_RECIP_WIDTH ", "
GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(),