Merge GrGLSLShaderVar and GrShaderVar
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5087
Change-Id: Ib8943a1da1ea495554feaf5b0992b94fbb9539ab
Reviewed-on: https://skia-review.googlesource.com/5087
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/gpu/vk/GrVkUniformHandler.cpp b/src/gpu/vk/GrVkUniformHandler.cpp
index 1da4119..85b6955 100644
--- a/src/gpu/vk/GrVkUniformHandler.cpp
+++ b/src/gpu/vk/GrVkUniformHandler.cpp
@@ -155,7 +155,7 @@
uni.fVariable.setPrecision(precision);
// When outputing the GLSL, only the outer uniform block will get the Uniform modifier. Thus
// we set the modifier to none for all uniforms declared inside the block.
- uni.fVariable.setTypeModifier(GrGLSLShaderVar::kNone_TypeModifier);
+ uni.fVariable.setTypeModifier(GrShaderVar::kNone_TypeModifier);
uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset
: &fCurrentFragmentUBOOffset;
@@ -184,7 +184,7 @@
UniformInfo& info = fSamplers.push_back();
SkASSERT(GrSLTypeIsCombinedSamplerType(type));
info.fVariable.setType(type);
- info.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
+ info.fVariable.setTypeModifier(GrShaderVar::kUniform_TypeModifier);
info.fVariable.setPrecision(precision);
info.fVariable.setName(mangleName);
SkString layoutQualifier;