Convert geometry shaders to operate in Skia device space
Defers the transformation to normalized window coordinates until after
the geometry shader. Merges vertex and a geometry shader builders into
a single compilation unit with a common base class. Updates CCPR
geometry shaders accordingly.
Bug: skia:
Change-Id: If93c90e978b1fdc7120febd05cfb05810fd496b5
Reviewed-on: https://skia-review.googlesource.com/62980
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
diff --git a/tests/GrMeshTest.cpp b/tests/GrMeshTest.cpp
index ed6f6f5..b89e198 100644
--- a/tests/GrMeshTest.cpp
+++ b/tests/GrMeshTest.cpp
@@ -19,7 +19,7 @@
#include "GrResourceProvider.h"
#include "GrResourceKey.h"
#include "SkMakeUnique.h"
-#include "glsl/GrGLSLVertexShaderBuilder.h"
+#include "glsl/GrGLSLVertexGeoBuilder.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
#include "glsl/GrGLSLVarying.h"
diff --git a/tests/GrPipelineDynamicStateTest.cpp b/tests/GrPipelineDynamicStateTest.cpp
index 6b518ab..d84afb1 100644
--- a/tests/GrPipelineDynamicStateTest.cpp
+++ b/tests/GrPipelineDynamicStateTest.cpp
@@ -19,7 +19,7 @@
#include "GrRenderTargetContextPriv.h"
#include "GrResourceProvider.h"
#include "SkMakeUnique.h"
-#include "glsl/GrGLSLVertexShaderBuilder.h"
+#include "glsl/GrGLSLVertexGeoBuilder.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLGeometryProcessor.h"
#include "glsl/GrGLSLVarying.h"