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