Rename ShaderType enum to ShaderVisibility
Renames ShaderType in GrGLShaderBuilder to ShaderVisibility. It is now
used solely as a bitfield. Methods that previously accepted a single
ShaderType value are split into separate calls:
- getShader -> vsGetShader, gsGetShader, fsGetShader
- emiitFunction -> fsEmitFunction
- appendTextureLookup -> fsAppendTextureLookup
No change in functionality. This is a refactoring to allow us to
separate the vertex/geometry and fragment parts of GrGLShaderBuilder.
R=bsalomon@google.com
Author: cdalton@nvidia.com
Review URL: https://chromiumcodereview.appspot.com/23826002
git-svn-id: http://skia.googlecode.com/svn/trunk@11044 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/effects/SkDisplacementMapEffect.cpp b/src/effects/SkDisplacementMapEffect.cpp
index 4dfb754..a0764ed 100644
--- a/src/effects/SkDisplacementMapEffect.cpp
+++ b/src/effects/SkDisplacementMapEffect.cpp
@@ -409,7 +409,7 @@
const TextureSamplerArray& samplers) {
sk_ignore_unused_variable(inputColor);
- fScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "Scale");
const char* scaleUni = builder->getUniformCStr(fScaleUni);
@@ -428,10 +428,7 @@
// leave room for 32-bit float GPU rounding errors.
builder->fsCodeAppendf("\t\tvec4 %s = ", dColor);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0],
- dCoordsIn.c_str(),
- dCoordsType);
+ builder->fsAppendTextureLookup(samplers[0], dCoordsIn.c_str(), dCoordsType);
builder->fsCodeAppend(";\n");
// Unpremultiply the displacement
@@ -484,10 +481,7 @@
"bool %s = (%s.x < 0.0) || (%s.y < 0.0) || (%s.x > 1.0) || (%s.y > 1.0);\t\t",
outOfBounds, cCoords, cCoords, cCoords, cCoords);
builder->fsCodeAppendf("%s = %s ? vec4(0.0) : ", outputColor, outOfBounds);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[1],
- cCoords,
- cCoordsType);
+ builder->fsAppendTextureLookup(samplers[1], cCoords, cCoordsType);
builder->fsCodeAppend(";\n");
}