Create GLSLUniformHandler class for gpu backend
BUG=skia:
Review URL: https://codereview.chromium.org/1490283004
diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
index 122db10..47708f3 100644
--- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
@@ -10,6 +10,7 @@
#include "glsl/GrGLSL.h"
#include "glsl/GrGLSLCaps.h"
#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVarying.h"
const char* GrGLSLFragmentShaderBuilder::kDstTextureColorName = "_dstColor";
@@ -136,15 +137,9 @@
static const char* kTempName = "tmpXYFragCoord";
static const char* kCoordName = "fragCoordYDown";
if (!fSetupFragPosition) {
- SkASSERT(!fProgramBuilder->fUniformHandles.fRTHeightUni.isValid());
const char* rtHeightName;
- fProgramBuilder->fUniformHandles.fRTHeightUni =
- fProgramBuilder->addFragPosUniform(GrGLSLProgramBuilder::kFragment_Visibility,
- kFloat_GrSLType,
- kDefault_GrSLPrecision,
- "RTHeight",
- &rtHeightName);
+ fProgramBuilder->addRTHeightUniform("RTHeight", &rtHeightName);
// The Adreno compiler seems to be very touchy about access to "gl_FragCoord".
// Accessing glFragCoord.zw can cause a program to fail to link. Additionally,