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/gradients/SkGradientShader.cpp b/src/effects/gradients/SkGradientShader.cpp
index 329e6c7..ca6386a 100644
--- a/src/effects/gradients/SkGradientShader.cpp
+++ b/src/effects/gradients/SkGradientShader.cpp
@@ -832,7 +832,7 @@
GrGLGradientEffect::~GrGLGradientEffect() { }
void GrGLGradientEffect::emitYCoordUniform(GrGLShaderBuilder* builder) {
- fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kFloat_GrSLType, "GradientYCoordFS");
}
@@ -877,10 +877,7 @@
gradientTValue,
builder->getUniformVariable(fFSYUni).c_str());
builder->fsCodeAppendf("\t%s = ", outputColor);
- builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
- inputColor,
- sampler,
- "coord");
+ builder->fsAppendTextureLookupAndModulate(inputColor, sampler, "coord");
builder->fsCodeAppend(";\n");
}