Move shader precision out of GrShaderVar
Review URL: https://codereview.chromium.org/777443003
diff --git a/src/gpu/GrDrawTargetCaps.h b/src/gpu/GrDrawTargetCaps.h
index ae6a9ed..1bd18b0 100644
--- a/src/gpu/GrDrawTargetCaps.h
+++ b/src/gpu/GrDrawTargetCaps.h
@@ -22,7 +22,7 @@
SK_DECLARE_INST_COUNT(GrDrawTargetCaps)
/** Info about shader variable precision within a given shader stage. That is, this info
- is relevant to a float (or vecNf) variable declared with a GrShaderVar::Precision
+ is relevant to a float (or vecNf) variable declared with a GrSLPrecision
in a given GrShaderType. The info here is hoisted from the OpenGL spec. */
struct PrecisionInfo {
PrecisionInfo() {
@@ -127,7 +127,7 @@
* called.
*/
const PrecisionInfo& getFloatShaderPrecisionInfo(GrShaderType shaderType,
- GrShaderVar::Precision precision) const {
+ GrSLPrecision precision) const {
return fFloatPrecisions[shaderType][precision];
};
@@ -175,7 +175,7 @@
bool fConfigTextureSupport[kGrPixelConfigCnt];
bool fShaderPrecisionVaries;
- PrecisionInfo fFloatPrecisions[kGrShaderTypeCount][GrShaderVar::kPrecisionCount];
+ PrecisionInfo fFloatPrecisions[kGrShaderTypeCount][kGrSLPrecisionCount];
private:
static uint32_t CreateUniqueID();