Got RelaxedPrecision decorations working again in SPIR-V, and removed
no-longer-needed old-style precision handling code.

Bug: skia:8829
Change-Id: I72fc2ee2a305c9c72a3efa92dd44d18239eabaf2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/198169
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/gpu/glsl/GrGLSLProgramBuilder.cpp b/src/gpu/glsl/GrGLSLProgramBuilder.cpp
index de892b5..cdfae83 100644
--- a/src/gpu/glsl/GrGLSLProgramBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLProgramBuilder.cpp
@@ -353,18 +353,16 @@
         SkASSERT(!fUniformHandles.fRTWidthUni.isValid());
         GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
         fUniformHandles.fRTWidthUni =
-            uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag,
-                                                    kHalf_GrSLType, kDefault_GrSLPrecision,
-                                                    name, false, 0, nullptr);
+            uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag, kHalf_GrSLType, name,
+                                                    false, 0, nullptr);
 }
 
 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name) {
         SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
         GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
         fUniformHandles.fRTHeightUni =
-            uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag,
-                                                    kHalf_GrSLType, kDefault_GrSLPrecision,
-                                                    name, false, 0, nullptr);
+            uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag, kHalf_GrSLType, name,
+                                                    false, 0, nullptr);
 }
 
 void GrGLSLProgramBuilder::finalizeShaders() {
diff --git a/src/gpu/glsl/GrGLSLUniformHandler.h b/src/gpu/glsl/GrGLSLUniformHandler.h
index 5ee524c..607232e 100644
--- a/src/gpu/glsl/GrGLSLUniformHandler.h
+++ b/src/gpu/glsl/GrGLSLUniformHandler.h
@@ -45,30 +45,10 @@
         to add an array of uniforms. */
     UniformHandle addUniform(uint32_t visibility,
                              GrSLType type,
-                             GrSLPrecision precision,
                              const char* name,
                              const char** outName = nullptr) {
         SkASSERT(!GrSLTypeIsCombinedSamplerType(type));
-        return this->addUniformArray(visibility, type, precision, name, 0, outName);
-    }
-
-    UniformHandle addUniform(uint32_t visibility,
-                             GrSLType type,
-                             const char* name,
-                             const char** outName = nullptr) {
-        return this->addUniform(visibility, type, kDefault_GrSLPrecision, name, outName);
-    }
-
-    UniformHandle addUniformArray(uint32_t visibility,
-                                  GrSLType type,
-                                  GrSLPrecision precision,
-                                  const char* name,
-                                  int arrayCount,
-                                  const char** outName = nullptr) {
-        SkASSERT(!GrSLTypeIsCombinedSamplerType(type));
-        bool mangle = strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX));
-        return this->internalAddUniformArray(visibility, type, precision, name, mangle, arrayCount,
-                                             outName);
+        return this->addUniformArray(visibility, type, name, 0, outName);
     }
 
     UniformHandle addUniformArray(uint32_t visibility,
@@ -78,8 +58,7 @@
                                   const char** outName = nullptr) {
         SkASSERT(!GrSLTypeIsCombinedSamplerType(type));
         bool mangle = strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX));
-        return this->internalAddUniformArray(visibility, type, kDefault_GrSLPrecision, name, mangle,
-                                             arrayCount, outName);
+        return this->internalAddUniformArray(visibility, type, name, mangle, arrayCount, outName);
     }
 
     virtual const GrShaderVar& getUniformVariable(UniformHandle u) const = 0;
@@ -104,7 +83,6 @@
 
     virtual UniformHandle internalAddUniformArray(uint32_t visibility,
                                                   GrSLType type,
-                                                  GrSLPrecision precision,
                                                   const char* name,
                                                   bool mangleName,
                                                   int arrayCount,
diff --git a/src/gpu/glsl/GrGLSLVarying.cpp b/src/gpu/glsl/GrGLSLVarying.cpp
index a435f24..53f4533 100644
--- a/src/gpu/glsl/GrGLSLVarying.cpp
+++ b/src/gpu/glsl/GrGLSLVarying.cpp
@@ -109,22 +109,21 @@
         const char* modifier = v.fIsFlat ? "flat" : fDefaultInterpolationModifier;
         if (v.fVisibility & kVertex_GrShaderFlag) {
             fVertexOutputs.push_back().set(v.fType, v.fVsOut, GrShaderVar::kOut_TypeModifier,
-                                           kDefault_GrSLPrecision, nullptr, modifier);
+                                           nullptr, modifier);
             if (v.fVisibility & kGeometry_GrShaderFlag) {
                 fGeomInputs.push_back().set(v.fType, v.fVsOut, GrShaderVar::kUnsizedArray,
-                                            GrShaderVar::kIn_TypeModifier, kDefault_GrSLPrecision,
-                                            nullptr, modifier);
+                                            GrShaderVar::kIn_TypeModifier, nullptr, modifier);
             }
         }
         if (v.fVisibility & kFragment_GrShaderFlag) {
             const char* fsIn = v.fVsOut.c_str();
             if (v.fVisibility & kGeometry_GrShaderFlag) {
                 fGeomOutputs.push_back().set(v.fType, v.fGsOut, GrShaderVar::kOut_TypeModifier,
-                                             kDefault_GrSLPrecision, nullptr, modifier);
+                                             nullptr, modifier);
                 fsIn = v.fGsOut.c_str();
             }
-            fFragInputs.push_back().set(v.fType, fsIn, GrShaderVar::kIn_TypeModifier,
-                                        kDefault_GrSLPrecision, nullptr, modifier);
+            fFragInputs.push_back().set(v.fType, fsIn, GrShaderVar::kIn_TypeModifier, nullptr,
+                                        modifier);
         }
     }
     this->onFinalize();