Move coordDims, varyingDims onto GrGLShaderBuilder.
http://codereview.appspot.com/6201083/
git-svn-id: http://skia.googlecode.com/svn/trunk@3928 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLShaderBuilder.cpp b/src/gpu/gl/GrGLShaderBuilder.cpp
index 77ae425..244b286 100644
--- a/src/gpu/gl/GrGLShaderBuilder.cpp
+++ b/src/gpu/gl/GrGLShaderBuilder.cpp
@@ -17,6 +17,11 @@
}
+// Architectural assumption: always 2-d input coords.
+// Likely to become non-constant and non-static, perhaps even
+// varying by stage, if we use 1D textures for gradients!
+//const int GrGLShaderBuilder::fCoordDims = 2;
+
GrGLShaderBuilder::GrGLShaderBuilder()
: fVSUnis(sVarsPerBlock)
, fVSAttrs(sVarsPerBlock)
@@ -26,6 +31,7 @@
, fFSInputs(sVarsPerBlock)
, fFSUnis(sVarsPerBlock)
, fFSOutputs(sMaxFSOutputs)
+ , fVaryingDims(0)
, fUsesGS(false) {
}