Move vertex layout definitions from GrDrawTarget to GrDrawState.
This is the first step in revising vertex layouts so that the currently
installed GrEffects determine the current vertex layout.
https://codereview.appspot.com/7235051/
git-svn-id: http://skia.googlecode.com/svn/trunk@7423 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/tests/GLProgramsTest.cpp b/tests/GLProgramsTest.cpp
index f9dd918..3106377 100644
--- a/tests/GLProgramsTest.cpp
+++ b/tests/GLProgramsTest.cpp
@@ -79,7 +79,7 @@
pdesc.fFirstCoverageStage = random_int(&random, GrDrawState::kNumStages);
pdesc.fVertexLayout |= random_bool(&random) ?
- GrDrawTarget::kCoverage_VertexLayoutBit :
+ GrDrawState::kCoverage_VertexLayoutBit :
0;
#if GR_GL_EXPERIMENTAL_GS
@@ -89,7 +89,7 @@
bool edgeAA = random_bool(&random);
if (edgeAA) {
- pdesc.fVertexLayout |= GrDrawTarget::kEdge_VertexLayoutBit;
+ pdesc.fVertexLayout |= GrDrawState::kEdge_VertexLayoutBit;
if (this->getCaps().shaderDerivativeSupport()) {
pdesc.fVertexEdgeType = (GrDrawState::VertexEdgeType) random_int(&random, GrDrawState::kVertexEdgeTypeCnt);
pdesc.fDiscardIfOutsideEdge = random.nextBool();
@@ -114,11 +114,11 @@
// use separate tex coords?
if (random_bool(&random)) {
int t = random_int(&random, GrDrawState::kMaxTexCoords);
- pdesc.fVertexLayout |= StageTexCoordVertexLayoutBit(s, t);
+ pdesc.fVertexLayout |= GrDrawState::StageTexCoordVertexLayoutBit(s, t);
}
// use text-formatted verts?
if (random_bool(&random)) {
- pdesc.fVertexLayout |= kTextFormat_VertexLayoutBit;
+ pdesc.fVertexLayout |= GrDrawState::kTextFormat_VertexLayoutBit;
}
GrTexture* dummyTextures[] = {dummyTexture1.get(), dummyTexture2.get()};