| Index: src/gpu/GrDefaultGeoProcFactory.cpp
|
| diff --git a/src/gpu/GrDefaultGeoProcFactory.cpp b/src/gpu/GrDefaultGeoProcFactory.cpp
|
| index b1cedd2c2d15f52db39e5a02053ad019e6f9ce64..6c73c361ca7c7d21cebe3c52c88591d5d7fb1aa2 100644
|
| --- a/src/gpu/GrDefaultGeoProcFactory.cpp
|
| +++ b/src/gpu/GrDefaultGeoProcFactory.cpp
|
| @@ -10,7 +10,9 @@
|
| #include "GrInvariantOutput.h"
|
| #include "gl/GrGLGeometryProcessor.h"
|
| #include "gl/GrGLUtil.h"
|
| -#include "gl/builders/GrGLProgramBuilder.h"
|
| +#include "glsl/GrGLSLFragmentShaderBuilder.h"
|
| +#include "glsl/GrGLSLProgramBuilder.h"
|
| +#include "glsl/GrGLSLVertexShaderBuilder.h"
|
|
|
| /*
|
| * The default Geometry Processor simply takes position and multiplies it by the uniform view
|
| @@ -62,8 +64,8 @@ public:
|
| void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
|
| const DefaultGeoProc& gp = args.fGP.cast<DefaultGeoProc>();
|
| GrGLSLGPBuilder* pb = args.fPB;
|
| - GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
|
| - GrGLFragmentBuilder* fs = args.fPB->getFragmentShaderBuilder();
|
| + GrGLSLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
|
| + GrGLSLFragmentBuilder* fs = args.fPB->getFragmentShaderBuilder();
|
|
|
| // emit attributes
|
| vsBuilder->emitAttributes(gp);
|
| @@ -105,7 +107,7 @@ public:
|
| fs->codeAppendf("%s = vec4(1);", args.fOutputCoverage);
|
| } else {
|
| const char* fragCoverage;
|
| - fCoverageUniform = pb->addUniform(GrGLProgramBuilder::kFragment_Visibility,
|
| + fCoverageUniform = pb->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
|
| kFloat_GrSLType,
|
| kDefault_GrSLPrecision,
|
| "Coverage",
|
|
|