Make addUniform take a precision
Review URL: https://codereview.chromium.org/788733003
diff --git a/src/gpu/effects/GrConvolutionEffect.cpp b/src/gpu/effects/GrConvolutionEffect.cpp
index e4ac4ce..e3f051b 100644
--- a/src/gpu/effects/GrConvolutionEffect.cpp
+++ b/src/gpu/effects/GrConvolutionEffect.cpp
@@ -58,13 +58,16 @@
const TransformedCoordsArray& coords,
const TextureSamplerArray& samplers) {
fImageIncrementUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, "ImageIncrement");
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "ImageIncrement");
if (this->useBounds()) {
fBoundsUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec2f_GrSLType, "Bounds");
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "Bounds");
}
fKernelUni = builder->addUniformArray(GrGLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType, "Kernel", this->width());
+ kFloat_GrSLType, kDefault_GrSLPrecision,
+ "Kernel", this->width());
GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
SkString coords2D = fsBuilder->ensureFSCoords2D(coords, 0);