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/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index cae44bf..a1c4fd5 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -231,7 +231,7 @@
}
case GrGLProgramDesc::kUniform_ColorInput: {
const char* name;
- fUniformHandles.fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fUniformHandles.fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "Color", &name);
*inColor = name;
return kNone_GrSLConstantVec;
@@ -261,7 +261,7 @@
case GrGLProgramDesc::kUniform_ColorInput: {
const char* name;
fUniformHandles.fCoverageUni =
- builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "Coverage", &name);
*inCoverage = name;
return kNone_GrSLConstantVec;
@@ -399,7 +399,7 @@
SkString shader;
- builder.getShader(GrGLShaderBuilder::kVertex_ShaderType, &shader);
+ builder.vsGetShader(&shader);
if (c_PrintShaders) {
GrPrintf(shader.c_str());
GrPrintf("\n");
@@ -412,7 +412,7 @@
fGShaderID = 0;
#if GR_GL_EXPERIMENTAL_GS
if (fDesc.getHeader().fExperimentalGS) {
- builder.getShader(GrGLShaderBuilder::kGeometry_ShaderType, &shader);
+ builder.gsGetShader(&shader);
if (c_PrintShaders) {
GrPrintf(shader.c_str());
GrPrintf("\n");
@@ -423,7 +423,7 @@
}
#endif
- builder.getShader(GrGLShaderBuilder::kFragment_ShaderType, &shader);
+ builder.fsGetShader(&shader);
if (c_PrintShaders) {
GrPrintf(shader.c_str());
GrPrintf("\n");
@@ -456,7 +456,7 @@
}
const char* viewMName;
- fUniformHandles.fViewMatrixUni = builder.addUniform(GrGLShaderBuilder::kVertex_ShaderType,
+ fUniformHandles.fViewMatrixUni = builder.addUniform(GrGLShaderBuilder::kVertex_Visibility,
kMat33f_GrSLType, "ViewM", &viewMName);
@@ -514,7 +514,7 @@
// Insert the color filter. This will soon be replaced by a color effect.
if (SkXfermode::kDst_Mode != header.fColorFilterXfermode) {
const char* colorFilterColorUniName = NULL;
- fUniformHandles.fColorFilterUni = builder.addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fUniformHandles.fColorFilterUni = builder.addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "FilterColor",
&colorFilterColorUniName);