Revert "Switched highp float to highfloat and mediump float to half."
This reverts commit 88d99c63878c2d3d340120f0321676f72afcb4f0.
Reason for revert: Believed to be causing unit test failures in Chrome roll:
https://build.chromium.org/p/tryserver.chromium.android/builders/linux_android_rel_ng/builds/364433
https://luci-logdog.appspot.com/v/?s=chromium%2Fbb%2Ftryserver.chromium.android%2Flinux_android_rel_ng%2F364433%2F%2B%2Frecipes%2Fsteps%2Fcontent_browsertests__with_patch__on_Android%2F0%2Flogs%2FWebRtcCaptureFromElementBrowserTest.VerifyCanvasWebGLCaptureColor%2F0
Original change's description:
> Switched highp float to highfloat and mediump float to half.
>
> The ultimate goal is to end up with "float" and "half", but this
> intermediate step uses "highfloat" so that it is clear if I missed a
> "float" somewhere. Once this lands, a subsequent CL will switch all
> "highfloats" back to "floats".
>
> Bug: skia:
> Change-Id: Ia13225c7a0a0a2901e07665891c473d2500ddcca
> Reviewed-on: https://skia-review.googlesource.com/31000
> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
TBR=bsalomon@google.com,csmartdalton@google.com,ethannicholas@google.com
Change-Id: I8bfa97547ac3920d433665f161d27df3f15c83aa
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/35705
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/bench/GLVertexAttributesBench.cpp b/bench/GLVertexAttributesBench.cpp
index f10bd11..3980a0b 100644
--- a/bench/GLVertexAttributesBench.cpp
+++ b/bench/GLVertexAttributesBench.cpp
@@ -69,7 +69,7 @@
const char* version = shaderCaps->versionDeclString();
// setup vertex shader
- GrShaderVar aPosition("a_position", kHighFloat4_GrSLType, GrShaderVar::kIn_TypeModifier);
+ GrShaderVar aPosition("a_position", kVec4f_GrSLType, GrShaderVar::kIn_TypeModifier);
SkTArray<GrShaderVar> aVars;
SkTArray<GrShaderVar> oVars;
@@ -81,7 +81,7 @@
SkString aname;
aname.appendf("a_color_%d", i);
aVars.push_back(GrShaderVar(aname.c_str(),
- kHalf4_GrSLType,
+ kVec4f_GrSLType,
GrShaderVar::kIn_TypeModifier));
aVars.back().appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
@@ -92,7 +92,7 @@
SkString oname;
oname.appendf("o_color_%d", i);
oVars.push_back(GrShaderVar(oname.c_str(),
- kHalf4_GrSLType,
+ kVec4f_GrSLType,
GrShaderVar::kOut_TypeModifier));
oVars.back().appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
@@ -109,14 +109,15 @@
// Passthrough position as a dummy
for (uint32_t i = attribs; i < maxAttribs; i++) {
- vshaderTxt.appendf("%s = highfloat4(0, 0, 0, 1);\n", oVars[i].c_str());
+ vshaderTxt.appendf("%s = float4(0, 0, 0, 1);\n", oVars[i].c_str());
}
vshaderTxt.append("}\n");
// setup fragment shader
- GrShaderVar oFragColor("o_FragColor", kHalf4_GrSLType, GrShaderVar::kOut_TypeModifier);
+ GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
SkString fshaderTxt(version);
+ GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps, &fshaderTxt);
const char* fsOutName;
if (shaderCaps->mustDeclareFragmentShaderOutput()) {