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/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");
}