Rename `bool highp` to a non-reserved keyword.

We can't name our variables after GLSL keywords. This worked in the past
because our optimizer was able to optimize away `highp`, as it is
always constant.

Change-Id: Idbd97cad4f10da72f610701c83b0736e96a06626
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/368419
Commit-Queue: John Stiles <johnstiles@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
diff --git a/src/gpu/effects/GrRectBlurEffect.fp b/src/gpu/effects/GrRectBlurEffect.fp
index bec574c..8111c77 100644
--- a/src/gpu/effects/GrRectBlurEffect.fp
+++ b/src/gpu/effects/GrRectBlurEffect.fp
@@ -24,11 +24,11 @@
 in fragmentProcessor inputFP;
 in float4 rect;
 
-layout(key) bool highp = abs(rect.x) > 16000 || abs(rect.y) > 16000 ||
-                         abs(rect.z) > 16000 || abs(rect.w) > 16000;
+layout(key) bool highPrecision = abs(rect.x) > 16000 || abs(rect.y) > 16000 ||
+                                 abs(rect.z) > 16000 || abs(rect.w) > 16000;
 
-layout(when= highp) uniform float4 rectF;
-layout(when=!highp) uniform half4  rectH;
+layout(when= highPrecision) uniform float4 rectF;
+layout(when=!highPrecision) uniform half4  rectH;
 
 layout(key) in bool applyInvVM;
 layout(when=applyInvVM) in uniform float3x3 invVM;
@@ -193,7 +193,7 @@
         // computations align the left edge of the integral texture with the inset rect's edge
         // extending outward 6 * sigma from the inset rect.
         half2 xy;
-        @if (highp) {
+        @if (highPrecision) {
             xy = max(half2(rectF.LT - pos), half2(pos - rectF.RB));
        } else {
             xy = max(half2(rectH.LT - pos), half2(pos - rectH.RB));
@@ -217,7 +217,7 @@
         // Also, our rect uniform was pre-inset by 3 sigma from the actual rect being blurred,
         // also factored in.
         half4 rect;
-        @if (highp) {
+        @if (highPrecision) {
             rect.LT = half2(rectF.LT - pos);
             rect.RB = half2(pos - rectF.RB);
         } else {
@@ -234,7 +234,7 @@
 
 @setData(pdman) {
     float r[] {rect.fLeft, rect.fTop, rect.fRight, rect.fBottom};
-    pdman.set4fv(highp ? rectF : rectH, 1, r);
+    pdman.set4fv(highPrecision ? rectF : rectH, 1, r);
 }
 
 @test(data) {
diff --git a/src/gpu/effects/generated/GrRectBlurEffect.cpp b/src/gpu/effects/generated/GrRectBlurEffect.cpp
index 1d7d4ce..31bf19b 100644
--- a/src/gpu/effects/generated/GrRectBlurEffect.cpp
+++ b/src/gpu/effects/generated/GrRectBlurEffect.cpp
@@ -32,14 +32,14 @@
         (void)invVM;
         auto isFast = _outer.isFast;
         (void)isFast;
-        highp = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
-                 abs(rect.right()) > 16000.0) ||
-                abs(rect.bottom()) > 16000.0;
-        if (highp) {
+        highPrecision = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
+                         abs(rect.right()) > 16000.0) ||
+                        abs(rect.bottom()) > 16000.0;
+        if (highPrecision) {
             rectFVar = args.fUniformHandler->addUniform(&_outer, kFragment_GrShaderFlag,
                                                         kFloat4_GrSLType, "rectF");
         }
-        if (!highp) {
+        if (!highPrecision) {
             rectHVar = args.fUniformHandler->addUniform(&_outer, kFragment_GrShaderFlag,
                                                         kHalf4_GrSLType, "rectH");
         }
@@ -48,7 +48,7 @@
                                                         kFloat3x3_GrSLType, "invVM");
         }
         fragBuilder->codeAppendf(
-                R"SkSL(/* key */ bool highp = %s;
+                R"SkSL(/* key */ bool highPrecision = %s;
 half xCoverage;
 half yCoverage;
 
@@ -58,12 +58,12 @@
 }
 @if (%s) {
     half2 xy;
-    @if (highp) {
+    @if (highPrecision) {
         xy = max(half2(%s.xy - pos), half2(pos - %s.zw));
     } else {
         xy = max(half2(float2(%s.xy) - pos), half2(pos - float2(%s.zw)));
     })SkSL",
-                (highp ? "true" : "false"), (_outer.applyInvVM ? "true" : "false"),
+                (highPrecision ? "true" : "false"), (_outer.applyInvVM ? "true" : "false"),
                 invVMVar.isValid() ? args.fUniformHandler->getUniformCStr(invVMVar) : "float3x3(1)",
                 (_outer.isFast ? "true" : "false"),
                 rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
@@ -83,7 +83,7 @@
     yCoverage = %s.w;
 } else {
     half4 rect;
-    @if (highp) {
+    @if (highPrecision) {
         rect.xy = half2(%s.xy - pos);
         rect.zw = half2(pos - %s.zw);
     } else {
@@ -144,9 +144,9 @@
         (void)isFast;
 
         float r[]{rect.fLeft, rect.fTop, rect.fRight, rect.fBottom};
-        pdman.set4fv(highp ? rectF : rectH, 1, r);
+        pdman.set4fv(highPrecision ? rectF : rectH, 1, r);
     }
-    bool highp = false;
+    bool highPrecision = false;
     UniformHandle rectFVar;
     UniformHandle rectHVar;
     UniformHandle invVMVar;
@@ -156,10 +156,10 @@
 }
 void GrRectBlurEffect::onGetGLSLProcessorKey(const GrShaderCaps& caps,
                                              GrProcessorKeyBuilder* b) const {
-    bool highp = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
-                  abs(rect.right()) > 16000.0) ||
-                 abs(rect.bottom()) > 16000.0;
-    b->add32((uint32_t)highp);
+    bool highPrecision = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
+                          abs(rect.right()) > 16000.0) ||
+                         abs(rect.bottom()) > 16000.0;
+    b->add32((uint32_t)highPrecision);
     b->add32((uint32_t)applyInvVM);
     b->add32((uint32_t)isFast);
 }