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", |