Move all ShaderBuilder files to GLSL
BUG=skia:
Review URL: https://codereview.chromium.org/1438003003
diff --git a/src/gpu/GrDefaultGeoProcFactory.cpp b/src/gpu/GrDefaultGeoProcFactory.cpp
index b1cedd2..6c73c36 100644
--- a/src/gpu/GrDefaultGeoProcFactory.cpp
+++ b/src/gpu/GrDefaultGeoProcFactory.cpp
@@ -10,7 +10,9 @@
#include "GrInvariantOutput.h"
#include "gl/GrGLGeometryProcessor.h"
#include "gl/GrGLUtil.h"
-#include "gl/builders/GrGLProgramBuilder.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLVertexShaderBuilder.h"
/*
* The default Geometry Processor simply takes position and multiplies it by the uniform view
@@ -62,8 +64,8 @@
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const DefaultGeoProc& gp = args.fGP.cast<DefaultGeoProc>();
GrGLSLGPBuilder* pb = args.fPB;
- GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
- GrGLFragmentBuilder* fs = args.fPB->getFragmentShaderBuilder();
+ GrGLSLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
+ GrGLSLFragmentBuilder* fs = args.fPB->getFragmentShaderBuilder();
// emit attributes
vsBuilder->emitAttributes(gp);
@@ -105,7 +107,7 @@
fs->codeAppendf("%s = vec4(1);", args.fOutputCoverage);
} else {
const char* fragCoverage;
- fCoverageUniform = pb->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ fCoverageUniform = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType,
kDefault_GrSLPrecision,
"Coverage",