| Index: src/gpu/gl/builders/GrGLProgramBuilder.cpp | 
| diff --git a/src/gpu/gl/builders/GrGLProgramBuilder.cpp b/src/gpu/gl/builders/GrGLProgramBuilder.cpp | 
| index 4a1b2e9ac5a5f16b0f8b4770a836ec3978c06533..18d19172893910bf2b64b381deba89affd1e323b 100644 | 
| --- a/src/gpu/gl/builders/GrGLProgramBuilder.cpp | 
| +++ b/src/gpu/gl/builders/GrGLProgramBuilder.cpp | 
| @@ -33,23 +33,21 @@ GrGLProgram* GrGLProgramBuilder::CreateProgram(const DrawArgs& args, GrGLGpu* gp | 
|  | 
| // create a builder.  This will be handed off to effects so they can use it to add | 
| // uniforms, varyings, textures, etc | 
| -    SkAutoTDelete<GrGLProgramBuilder> builder(new GrGLProgramBuilder(gpu, args)); | 
| - | 
| -    GrGLProgramBuilder* pb = builder.get(); | 
| +    GrGLProgramBuilder builder(gpu, args); | 
|  | 
| // TODO: Once all stages can handle taking a float or vec4 and correctly handling them we can | 
| // seed correctly here | 
| GrGLSLExpr4 inputColor; | 
| GrGLSLExpr4 inputCoverage; | 
|  | 
| -    if (!pb->emitAndInstallProcs(&inputColor, | 
| -                                 &inputCoverage, | 
| -                                 gpu->glCaps().maxFragmentTextureUnits())) { | 
| -        pb->cleanupFragmentProcessors(); | 
| +    if (!builder.emitAndInstallProcs(&inputColor, | 
| +                                     &inputCoverage, | 
| +                                     gpu->glCaps().maxFragmentTextureUnits())) { | 
| +        builder.cleanupFragmentProcessors(); | 
| return nullptr; | 
| } | 
|  | 
| -    return pb->finalize(); | 
| +    return builder.finalize(); | 
| } | 
|  | 
| ///////////////////////////////////////////////////////////////////////////// | 
|  |