Always use high precision on NDS transform
To fix the Chrome fillRect issue on Galaxy S6.
We should use high precision for position related calculation.
BUG=chromium:552999
Review URL: https://codereview.chromium.org/1500393002
diff --git a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
index 0504bbb..005b272 100644
--- a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
@@ -18,13 +18,8 @@
void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar) {
SkASSERT(!fRtAdjustName);
- GrSLPrecision precision = kDefault_GrSLPrecision;
- if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) {
- precision = kHigh_GrSLPrecision;
- }
-
// setup RT Uniform
- fProgramBuilder->addRTAdjustmentUniform(precision,
+ fProgramBuilder->addRTAdjustmentUniform(kHigh_GrSLPrecision,
fProgramBuilder->rtAdjustment(),
&fRtAdjustName);
if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {