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/SkMatrixConvolutionImageFilter.cpp b/src/effects/SkMatrixConvolutionImageFilter.cpp
index 00bb6ec..03b2896 100644
--- a/src/effects/SkMatrixConvolutionImageFilter.cpp
+++ b/src/effects/SkMatrixConvolutionImageFilter.cpp
@@ -376,7 +376,7 @@
builder->fsCodeAppendf("clamp(%s, 0.0, 1.0) != %s ? vec4(0, 0, 0, 0) : ", coord, coord);
break;
}
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, sampler, coord);
+ builder->fsAppendTextureLookup(sampler, coord);
}
void GrGLMatrixConvolutionEffect::emitCode(GrGLShaderBuilder* builder,
@@ -387,15 +387,15 @@
const TextureSamplerArray& samplers) {
SkString coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
- fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "ImageIncrement");
- fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+ fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Kernel", fKernelSize.width() * fKernelSize.height());
- fTargetUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fTargetUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec2f_GrSLType, "Target");
- fGainUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fGainUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Gain");
- fBiasUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fBiasUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "Bias");
const char* target = builder->getUniformCStr(fTargetUni);