Use GLSLCaps for creating processor keys and GLSL-specific programs
Effectively all this does is future-proof any GLSL-specific code, as
GLSLCaps is just a typedef of GLCaps.
BUG=skia:
Review URL: https://codereview.chromium.org/1109863004
diff --git a/src/gpu/GrPrimitiveProcessor.h b/src/gpu/GrPrimitiveProcessor.h
index 45668e9..ea1237b 100644
--- a/src/gpu/GrPrimitiveProcessor.h
+++ b/src/gpu/GrPrimitiveProcessor.h
@@ -68,6 +68,7 @@
class GrIndexBufferAllocPool;
class GrGLCaps;
+typedef GrGLCaps GrGLSLCaps;
class GrGLPrimitiveProcessor;
class GrVertexBufferAllocPool;
@@ -163,7 +164,7 @@
* processor's GL backend implementation.
*/
virtual void getGLProcessorKey(const GrBatchTracker& bt,
- const GrGLCaps& caps,
+ const GrGLSLCaps& caps,
GrProcessorKeyBuilder* b) const = 0;
@@ -171,7 +172,7 @@
for the given GrProcessor; caller is responsible for deleting
the object. */
virtual GrGLPrimitiveProcessor* createGLInstance(const GrBatchTracker& bt,
- const GrGLCaps& caps) const = 0;
+ const GrGLSLCaps& caps) const = 0;
bool isPathRendering() const { return fIsPathRendering; }