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Unified Diff: src/gpu/effects/GrDitherEffect.cpp

Issue 1438003003: Move all ShaderBuilder files to GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@glslProgBuild
Patch Set: nits Created 5 years, 1 month ago
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Index: src/gpu/effects/GrDitherEffect.cpp
diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
index bab0f32dd87559ba1d920e823d75149995d2d00d..fb02da5544ce61d0ffa30e815c647ac9a2ef5478 100644
--- a/src/gpu/effects/GrDitherEffect.cpp
+++ b/src/gpu/effects/GrDitherEffect.cpp
@@ -10,7 +10,8 @@
#include "GrInvariantOutput.h"
#include "SkRect.h"
#include "gl/GrGLFragmentProcessor.h"
-#include "gl/builders/GrGLProgramBuilder.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLProgramBuilder.h"
//////////////////////////////////////////////////////////////////////////////
@@ -72,7 +73,7 @@ GLDitherEffect::GLDitherEffect(const GrProcessor&) {
}
void GLDitherEffect::emitCode(EmitArgs& args) {
- GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
+ GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
// Generate a random number based on the fragment position. For this
// random number generator, we use the "GLSL rand" function
// that seems to be floating around on the internet. It works under
@@ -92,7 +93,7 @@ void GLDitherEffect::emitCode(EmitArgs& args) {
//////////////////////////////////////////////////////////////////////////////
void DitherEffect::onGetGLProcessorKey(const GrGLSLCaps& caps,
- GrProcessorKeyBuilder* b) const {
+ GrProcessorKeyBuilder* b) const {
GLDitherEffect::GenKey(*this, caps, b);
}
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