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/SkArithmeticMode.cpp b/src/effects/SkArithmeticMode.cpp
index 1efa115..fd81d82 100644
--- a/src/effects/SkArithmeticMode.cpp
+++ b/src/effects/SkArithmeticMode.cpp
@@ -354,10 +354,7 @@
SkString bgCoords;
GrSLType bgCoordsType = fBackgroundEffectMatrix.emitCode(builder, key, &bgCoords, NULL, "BG");
builder->fsCodeAppend("\t\tvec4 bgColor = ");
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0],
- bgCoords.c_str(),
- bgCoordsType);
+ builder->fsAppendTextureLookup(samplers[0], bgCoords.c_str(), bgCoordsType);
builder->fsCodeAppendf(";\n");
dstColor = "bgColor";
} else {
@@ -365,7 +362,7 @@
}
SkASSERT(NULL != dstColor);
- fKUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fKUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "k");
const char* kUni = builder->getUniformCStr(fKUni);