Create GLSLUniformHandler class for gpu backend
BUG=skia:
Review URL: https://codereview.chromium.org/1490283004
diff --git a/src/gpu/effects/GrBitmapTextGeoProc.cpp b/src/gpu/effects/GrBitmapTextGeoProc.cpp
index 5946462..a8643b0 100644
--- a/src/gpu/effects/GrBitmapTextGeoProc.cpp
+++ b/src/gpu/effects/GrBitmapTextGeoProc.cpp
@@ -10,8 +10,8 @@
#include "GrTexture.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
-#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVarying.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
@@ -22,9 +22,9 @@
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const GrBitmapTextGeoProc& cte = args.fGP.cast<GrBitmapTextGeoProc>();
- GrGLSLGPBuilder* pb = args.fPB;
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(cte);
@@ -49,17 +49,18 @@
if (cte.hasVertexColor()) {
varyingHandler->addPassThroughAttribute(cte.inColor(), args.fOutputColor);
} else {
- this->setupUniformColor(pb, fragBuilder, args.fOutputColor, &fColorUniform);
+ this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
+ &fColorUniform);
}
}
// Setup position
- this->setupPosition(pb, vertBuilder, gpArgs, cte.inPosition()->fName);
+ this->setupPosition(vertBuilder, gpArgs, cte.inPosition()->fName);
// emit transforms
- this->emitTransforms(args.fPB,
- vertBuilder,
+ this->emitTransforms(vertBuilder,
varyingHandler,
+ uniformHandler,
gpArgs->fPositionVar,
cte.inPosition()->fName,
cte.localMatrix(),