Put GrPrimitiveProcessor/GrGeometryProcessor before GrPipeline in param lists.
We were inconsistent about which order these were in. Having the processor first
will make the parameter order more logical for an upcoming change. Also, the primitive
processor comes logically before the pipeline.
Change-Id: I3968c5e4e6dff01f9c4ad311eb1795b3c7580ff5
Reviewed-on: https://skia-review.googlesource.com/137228
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/ccpr/GrCCCoverageProcessor.cpp b/src/gpu/ccpr/GrCCCoverageProcessor.cpp
index 75d0667..94b027a 100644
--- a/src/gpu/ccpr/GrCCCoverageProcessor.cpp
+++ b/src/gpu/ccpr/GrCCCoverageProcessor.cpp
@@ -228,12 +228,12 @@
const GrPipeline::DynamicState dynamicStates[], int meshCount,
const SkRect& drawBounds) const {
GrGpuRTCommandBuffer* cmdBuff = flushState->rtCommandBuffer();
- cmdBuff->draw(pipeline, *this, meshes, dynamicStates, meshCount, drawBounds);
+ cmdBuff->draw(*this, pipeline, meshes, dynamicStates, meshCount, drawBounds);
// Geometry shader backend draws primitives in two subpasses.
if (Impl::kGeometryShader == fImpl) {
SkASSERT(GSSubpass::kHulls == fGSSubpass);
GrCCCoverageProcessor cornerProc(*this, GSSubpass::kCorners);
- cmdBuff->draw(pipeline, cornerProc, meshes, dynamicStates, meshCount, drawBounds);
+ cmdBuff->draw(cornerProc, pipeline, meshes, dynamicStates, meshCount, drawBounds);
}
}