renamed SkSL types in preparation for killing precision modifiers
Bug: skia:
Change-Id: Iff0289e25355a89cdc289a0892ed755dd1b1c900
Reviewed-on: https://skia-review.googlesource.com/27703
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/effects/GrConfigConversionEffect.cpp b/src/gpu/effects/GrConfigConversionEffect.cpp
index d83e82d..8806481 100644
--- a/src/gpu/effects/GrConfigConversionEffect.cpp
+++ b/src/gpu/effects/GrConfigConversionEffect.cpp
@@ -25,12 +25,12 @@
if (nullptr == args.fInputColor) {
// could optimize this case, but we aren't for now.
- args.fInputColor = "vec4(1)";
+ args.fInputColor = "float4(1)";
}
// Aggressively round to the nearest exact (N / 255) floating point value. This lets us
// find a round-trip preserving pair on some GPUs that do odd byte to float conversion.
- fragBuilder->codeAppendf("vec4 color = floor(%s * 255.0 + 0.5) / 255.0;", args.fInputColor);
+ fragBuilder->codeAppendf("float4 color = floor(%s * 255.0 + 0.5) / 255.0;", args.fInputColor);
switch (cce.pmConversion()) {
case GrConfigConversionEffect::kToPremul_PMConversion:
@@ -40,7 +40,7 @@
case GrConfigConversionEffect::kToUnpremul_PMConversion:
fragBuilder->codeAppend(
- "color.rgb = color.a <= 0.0 ? vec3(0,0,0) : floor(color.rgb / color.a * 255.0 + 0.5) / 255.0;");
+ "color.rgb = color.a <= 0.0 ? float3(0,0,0) : floor(color.rgb / color.a * 255.0 + 0.5) / 255.0;");
break;
default: