Add GrShaderFlags enum
Replaces GrGLSLUniformHandler::ShaderVisibility with GrShaderFlags.
BUG=skia:
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Review URL: https://codereview.chromium.org/1684063006
diff --git a/src/gpu/glsl/GrGLSLGeometryProcessor.cpp b/src/gpu/glsl/GrGLSLGeometryProcessor.cpp
index 967c18d..b8951be 100644
--- a/src/gpu/glsl/GrGLSLGeometryProcessor.cpp
+++ b/src/gpu/glsl/GrGLSLGeometryProcessor.cpp
@@ -50,7 +50,7 @@
const char* uniName;
fInstalledTransforms[i][t].fHandle =
- uniformHandler->addUniform(GrGLSLUniformHandler::kVertex_Visibility,
+ uniformHandler->addUniform(kVertex_GrShaderFlag,
kMat33f_GrSLType, precision,
strUniName.c_str(),
&uniName).toIndex();
@@ -139,7 +139,7 @@
vertBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
} else {
const char* viewMatrixName;
- *viewMatrixUniform = uniformHandler->addUniform(GrGLSLUniformHandler::kVertex_Visibility,
+ *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
kMat33f_GrSLType, kHigh_GrSLPrecision,
"uViewM",
&viewMatrixName);