| 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();
|
| }
|
|
|
| /////////////////////////////////////////////////////////////////////////////
|
|
|