Make GrGLShaderBuilder::TextureSampler extract only required info from GrTextureAccess.
This will make it possible to init a TextureSampler without a texture or a specific config.
Also unify two separate bitfields of color components in GPU code.
Review URL: https://codereview.chromium.org/13121002
git-svn-id: http://skia.googlecode.com/svn/trunk@8428 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/include/gpu/GrTextureAccess.h b/include/gpu/GrTextureAccess.h
index b03e6e6..e5ea535 100644
--- a/include/gpu/GrTextureAccess.h
+++ b/include/gpu/GrTextureAccess.h
@@ -162,16 +162,8 @@
*/
const char* getSwizzle() const { return fSwizzle; }
- enum {
- kR_SwizzleFlag = 0x1,
- kG_SwizzleFlag = 0x2,
- kB_SwizzleFlag = 0x4,
- kA_SwizzleFlag = 0x8,
-
- kRGB_SwizzleMask = (kR_SwizzleFlag | kG_SwizzleFlag | kB_SwizzleFlag),
- };
-
- /** Returns a mask indicating which components are referenced in the swizzle. */
+ /** Returns a mask indicating which components are referenced in the swizzle. The return
+ is a bitfield of GrColorComponentFlags. */
uint32_t swizzleMask() const { return fSwizzleMask; }
const GrTextureParams& getParams() const { return fParams; }