Rename GrContext::contextPriv to priv
Mechanical. This makes the priv() accessor the same for all the context types.
Change-Id: I40850eb05a33b8d7cc3eabdd42226d24b2ba58aa
Reviewed-on: https://skia-review.googlesource.com/c/189164
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/GrSWMaskHelper.cpp b/src/gpu/GrSWMaskHelper.cpp
index 41249be..2f21a67 100644
--- a/src/gpu/GrSWMaskHelper.cpp
+++ b/src/gpu/GrSWMaskHelper.cpp
@@ -108,7 +108,7 @@
// TODO: http://skbug.com/8422: Although this fixes http://skbug.com/8351, it seems like these
// should just participate in the normal allocation process and not need the pending IO flag.
auto surfaceFlags = GrInternalSurfaceFlags::kNone;
- if (!context->contextPriv().resourceProvider()) {
+ if (!context->priv().resourceProvider()) {
// In DDL mode, this texture proxy will be instantiated at flush time, therfore it cannot
// have pending IO.
surfaceFlags |= GrInternalSurfaceFlags::kNoPendingIO;
@@ -123,6 +123,6 @@
#if IS_WEBGL==1
clearFlag = kPerformInitialClear_GrSurfaceFlag;
#endif
- return context->contextPriv().proxyProvider()->createTextureProxy(
+ return context->priv().proxyProvider()->createTextureProxy(
std::move(img), clearFlag, 1, SkBudgeted::kYes, fit, surfaceFlags);
}