Don't rely on primProc textures when adding samplers
Change-Id: Idee88e061004c308665ad5e7c56528398c8e7201
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/274842
Reviewed-by: Robert Phillips <robertphillips@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
diff --git a/src/gpu/gl/GrGLUniformHandler.cpp b/src/gpu/gl/GrGLUniformHandler.cpp
index d274166..33a1649 100644
--- a/src/gpu/gl/GrGLUniformHandler.cpp
+++ b/src/gpu/gl/GrGLUniformHandler.cpp
@@ -59,19 +59,16 @@
return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
}
-GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(const GrSurfaceProxy* texture,
- GrSamplerState,
- const GrSwizzle& swizzle,
- const char* name,
- const GrShaderCaps* shaderCaps) {
+GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(
+ const GrBackendFormat& backendFormat, GrSamplerState, const GrSwizzle& swizzle,
+ const char* name, const GrShaderCaps* shaderCaps) {
SkASSERT(name && strlen(name));
- SkASSERT(texture->asTextureProxy());
SkString mangleName;
char prefix = 'u';
fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
- GrTextureType type = texture->backendFormat().textureType();
+ GrTextureType type = backendFormat.textureType();
UniformInfo& sampler = fSamplers.push_back();
sampler.fVariable.setType(GrSLCombinedSamplerTypeForTextureType(type));