Use GLSLCaps for creating processor keys and GLSL-specific programs
Effectively all this does is future-proof any GLSL-specific code, as
GLSLCaps is just a typedef of GLCaps.
BUG=skia:
Review URL: https://codereview.chromium.org/1109863004
diff --git a/src/effects/SkDisplacementMapEffect.cpp b/src/effects/SkDisplacementMapEffect.cpp
index 85ea340..b0fea9b 100644
--- a/src/effects/SkDisplacementMapEffect.cpp
+++ b/src/effects/SkDisplacementMapEffect.cpp
@@ -312,7 +312,7 @@
const TransformedCoordsArray&,
const TextureSamplerArray&) override;
- static inline void GenKey(const GrProcessor&, const GrGLCaps&, GrProcessorKeyBuilder*);
+ static inline void GenKey(const GrProcessor&, const GrGLSLCaps&, GrProcessorKeyBuilder*);
void setData(const GrGLProgramDataManager&, const GrProcessor&) override;
const GrTextureDomain::GLDomain& glDomain() const { return fGLDomain; }
@@ -346,7 +346,7 @@
virtual ~GrDisplacementMapEffect();
- virtual void getGLProcessorKey(const GrGLCaps& caps,
+ virtual void getGLProcessorKey(const GrGLSLCaps& caps,
GrProcessorKeyBuilder* b) const override {
GrGLDisplacementMapEffect::GenKey(*this, caps, b);
}
@@ -634,7 +634,7 @@
}
void GrGLDisplacementMapEffect::GenKey(const GrProcessor& proc,
- const GrGLCaps&, GrProcessorKeyBuilder* b) {
+ const GrGLSLCaps&, GrProcessorKeyBuilder* b) {
const GrDisplacementMapEffect& displacementMap = proc.cast<GrDisplacementMapEffect>();
uint32_t xKey = displacementMap.xChannelSelector();