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/gpu/effects/GrConfigConversionEffect.cpp b/src/gpu/effects/GrConfigConversionEffect.cpp
index 8f58fef..d504847 100644
--- a/src/gpu/effects/GrConfigConversionEffect.cpp
+++ b/src/gpu/effects/GrConfigConversionEffect.cpp
@@ -33,10 +33,7 @@
         SkString coords;
         GrSLType coordsType = fEffectMatrix.emitCode(builder, key, &coords);
         builder->fsCodeAppendf("\t\t%s = ", outputColor);
-        builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
-                                     samplers[0],
-                                     coords.c_str(),
-                                     coordsType);
+        builder->fsAppendTextureLookup(samplers[0], coords.c_str(), coordsType);
         builder->fsCodeAppend(";\n");
         if (GrConfigConversionEffect::kNone_PMConversion == fPMConversion) {
             SkASSERT(fSwapRedAndBlue);
diff --git a/src/gpu/effects/GrConvolutionEffect.cpp b/src/gpu/effects/GrConvolutionEffect.cpp
index d3d1840..dd25d40 100644
--- a/src/gpu/effects/GrConvolutionEffect.cpp
+++ b/src/gpu/effects/GrConvolutionEffect.cpp
@@ -64,13 +64,13 @@
                                      const TextureSamplerArray& samplers) {
     SkString coords;
     fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
-    fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+    fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
                                              kVec2f_GrSLType, "ImageIncrement");
     if (this->useBounds()) {
-        fBoundsUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+        fBoundsUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
                                          kVec2f_GrSLType, "Bounds");
     }
-    fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+    fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
                                           kFloat_GrSLType, "Kernel", this->width());
 
     builder->fsCodeAppendf("\t\t%s = vec4(0, 0, 0, 0);\n", outputColor);
@@ -88,7 +88,7 @@
         index.appendS32(i);
         kernel.appendArrayAccess(index.c_str(), &kernelIndex);
         builder->fsCodeAppendf("\t\t%s += ", outputColor);
-        builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, samplers[0], "coord");
+        builder->fsAppendTextureLookup(samplers[0], "coord");
         if (this->useBounds()) {
             const char* bounds = builder->getUniformCStr(fBoundsUni);
             const char* component = this->direction() == Gr1DKernelEffect::kY_Direction ? "y" : "x";
diff --git a/src/gpu/effects/GrSimpleTextureEffect.cpp b/src/gpu/effects/GrSimpleTextureEffect.cpp
index 6a85e47..7a1692b 100644
--- a/src/gpu/effects/GrSimpleTextureEffect.cpp
+++ b/src/gpu/effects/GrSimpleTextureEffect.cpp
@@ -48,11 +48,10 @@
             fsCoordSLType = fEffectMatrix.get()->emitCode(builder, key, &fsCoordName);
         }
         builder->fsCodeAppendf("\t%s = ", outputColor);
-        builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
-                                                inputColor,
-                                                samplers[0],
-                                                fsCoordName.c_str(),
-                                                fsCoordSLType);
+        builder->fsAppendTextureLookupAndModulate(inputColor,
+                                                  samplers[0],
+                                                  fsCoordName.c_str(),
+                                                  fsCoordSLType);
         builder->fsCodeAppend(";\n");
     }
 
diff --git a/src/gpu/effects/GrTextureDomainEffect.cpp b/src/gpu/effects/GrTextureDomainEffect.cpp
index 6f400cf..c7eda88 100644
--- a/src/gpu/effects/GrTextureDomainEffect.cpp
+++ b/src/gpu/effects/GrTextureDomainEffect.cpp
@@ -53,7 +53,7 @@
     SkString coords;
     fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
     const char* domain;
-    fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+    fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
                                     kVec4f_GrSLType, "TexDom", &domain);
     if (GrTextureDomainEffect::kClamp_WrapMode == texDom.wrapMode()) {
 
@@ -61,10 +61,7 @@
                                 coords.c_str(), domain, domain);
 
         builder->fsCodeAppendf("\t%s = ", outputColor);
-        builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
-                                                inputColor,
-                                                samplers[0],
-                                                "clampCoord");
+        builder->fsAppendTextureLookupAndModulate(inputColor, samplers[0], "clampCoord");
         builder->fsCodeAppend(";\n");
     } else {
         SkASSERT(GrTextureDomainEffect::kDecal_WrapMode == texDom.wrapMode());
@@ -78,10 +75,7 @@
             // result=white;" code fails to compile.
             builder->fsCodeAppend("\tvec4 outside = vec4(0.0, 0.0, 0.0, 0.0);\n");
             builder->fsCodeAppend("\tvec4 inside = ");
-            builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
-                                                    inputColor,
-                                                    samplers[0],
-                                                    coords.c_str());
+            builder->fsAppendTextureLookupAndModulate(inputColor, samplers[0], coords.c_str());
             builder->fsCodeAppend(";\n");
 
             builder->fsCodeAppendf("\tfloat x = abs(2.0*(%s.x - %s.x)/(%s.z - %s.x) - 1.0);\n",
@@ -95,10 +89,7 @@
             builder->fsCodeAppendf("\toutside.xy = lessThan(%s, %s.xy);\n", coords.c_str(), domain);
             builder->fsCodeAppendf("\toutside.zw = greaterThan(%s, %s.zw);\n", coords.c_str(), domain);
             builder->fsCodeAppendf("\t%s = any(outside) ? vec4(0.0, 0.0, 0.0, 0.0) : ", outputColor);
-            builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
-                                                    inputColor,
-                                                    samplers[0],
-                                                    coords.c_str());
+            builder->fsAppendTextureLookupAndModulate(inputColor, samplers[0], coords.c_str());
             builder->fsCodeAppend(";\n");
         }
     }