Remove GrGLProcessor and create GrGLSLTextureSampler class.
Part ??? of separating glsl and gl
BUG=skia:
Review URL: https://codereview.chromium.org/1425013003
diff --git a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.h b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.h
index 4f17b68..ed92703 100644
--- a/src/gpu/gl/builders/GrGLFragmentShaderBuilder.h
+++ b/src/gpu/gl/builders/GrGLFragmentShaderBuilder.h
@@ -10,6 +10,8 @@
#include "GrGLShaderBuilder.h"
+#include "glsl/GrGLSLProcessorTypes.h"
+
class GrGLVarying;
/*
@@ -42,8 +44,7 @@
* the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a
* perspective divide into the fragment shader (xy / z) to convert them to 2D.
*/
- virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArray& coords,
- int index) = 0;
+ virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords, int index) = 0;
/** Returns a variable name that represents the position of the fragment in the FS. The position
@@ -127,7 +128,7 @@
// true public interface, defined explicitly in the abstract interfaces above
bool enableFeature(GLSLFeature) override;
- virtual SkString ensureFSCoords2D(const GrGLProcessor::TransformedCoordsArray& coords,
+ virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords,
int index) override;
const char* fragmentPosition() override;
const char* dstColor() override;