Add GrShaderFlags enum
Replaces GrGLSLUniformHandler::ShaderVisibility with GrShaderFlags.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1684063006
Review URL: https://codereview.chromium.org/1684063006
diff --git a/src/gpu/effects/GrBezierEffect.cpp b/src/gpu/effects/GrBezierEffect.cpp
index fdb737d..2f378c3 100644
--- a/src/gpu/effects/GrBezierEffect.cpp
+++ b/src/gpu/effects/GrBezierEffect.cpp
@@ -215,12 +215,11 @@
// TODO should we really be doing this?
if (gp.coverageScale() != 0xff) {
const char* coverageScale;
- fCoverageScaleUniform = uniformHandler->addUniform(
- GrGLSLUniformHandler::kFragment_Visibility,
- kFloat_GrSLType,
- kHigh_GrSLPrecision,
- "Coverage",
- &coverageScale);
+ fCoverageScaleUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kFloat_GrSLType,
+ kHigh_GrSLPrecision,
+ "Coverage",
+ &coverageScale);
fragBuilder->codeAppendf("%s = vec4(%s * %s);",
args.fOutputCoverage, coverageScale, edgeAlpha.c_str());
} else {
@@ -433,12 +432,11 @@
if (0xff != gp.coverageScale()) {
const char* coverageScale;
- fCoverageScaleUniform = uniformHandler->addUniform(
- GrGLSLUniformHandler::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "Coverage",
- &coverageScale);
+ fCoverageScaleUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "Coverage",
+ &coverageScale);
fragBuilder->codeAppendf("%s = vec4(%s * edgeAlpha);", args.fOutputCoverage, coverageScale);
} else {
fragBuilder->codeAppendf("%s = vec4(edgeAlpha);", args.fOutputCoverage);