| Index: src/core/SkLightingShader.cpp
|
| diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp
|
| index 147a7ef915cb2e98076dab4ab9df2d492c1a6472..a9fcac3b83686153bab7aa5e8a0f349557e6d9f1 100644
|
| --- a/src/core/SkLightingShader.cpp
|
| +++ b/src/core/SkLightingShader.cpp
|
| @@ -129,11 +129,12 @@ private:
|
|
|
| #include "GrCoordTransform.h"
|
| #include "GrFragmentProcessor.h"
|
| +#include "GrInvariantOutput.h"
|
| #include "GrTextureAccess.h"
|
| #include "glsl/GrGLSLFragmentProcessor.h"
|
| #include "glsl/GrGLSLFragmentShaderBuilder.h"
|
| -#include "glsl/GrGLSLProgramBuilder.h"
|
| #include "glsl/GrGLSLProgramDataManager.h"
|
| +#include "glsl/GrGLSLUniformHandler.h"
|
| #include "SkGr.h"
|
| #include "SkGrPriv.h"
|
|
|
| @@ -180,27 +181,28 @@ public:
|
| void emitCode(EmitArgs& args) override {
|
|
|
| GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
|
| + GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
|
|
|
| // add uniforms
|
| const char* lightDirUniName = nullptr;
|
| - fLightDirUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
|
| - kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| - "LightDir", &lightDirUniName);
|
| + fLightDirUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
|
| + kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| + "LightDir", &lightDirUniName);
|
|
|
| const char* lightColorUniName = nullptr;
|
| - fLightColorUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
|
| - kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| - "LightColor", &lightColorUniName);
|
| + fLightColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
|
| + kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| + "LightColor", &lightColorUniName);
|
|
|
| const char* ambientColorUniName = nullptr;
|
| - fAmbientColorUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
|
| - kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| - "AmbientColor", &ambientColorUniName);
|
| + fAmbientColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
|
| + kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| + "AmbientColor", &ambientColorUniName);
|
|
|
| const char* xformUniName = nullptr;
|
| - fXformUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragment_Visibility,
|
| - kVec2f_GrSLType, kDefault_GrSLPrecision,
|
| - "Xform", &xformUniName);
|
| + fXformUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
|
| + kVec2f_GrSLType, kDefault_GrSLPrecision,
|
| + "Xform", &xformUniName);
|
|
|
| fragBuilder->codeAppend("vec4 diffuseColor = ");
|
| fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0],
|
|
|