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Unified Diff: experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp

Issue 1684063006: Add GrShaderFlags enum (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Bit->Flag Created 4 years, 10 months ago
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Index: experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp
diff --git a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp
index 233638253c949516dc9e438f8b4424179e098bc0..73ce1a3b3bc66412995bc02b3b79c0c0ab090fb1 100644
--- a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp
+++ b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.cpp
@@ -736,14 +736,14 @@ void GrGLPerlinNoise2::emitCode(EmitArgs& args) {
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
SkString vCoords = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
- fBaseFrequencyUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec2f_GrSLType, kDefault_GrSLPrecision,
"baseFrequency");
const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni);
const char* stitchDataUni = nullptr;
if (pne.stitchTiles()) {
- fStitchDataUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ fStitchDataUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec2f_GrSLType, kDefault_GrSLPrecision,
"stitchData");
stitchDataUni = uniformHandler->getUniformCStr(fStitchDataUni);
@@ -1139,17 +1139,17 @@ void GrGLImprovedPerlinNoise::emitCode(EmitArgs& args) {
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
SkString vCoords = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
- fBaseFrequencyUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ fBaseFrequencyUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec2f_GrSLType, kDefault_GrSLPrecision,
"baseFrequency");
const char* baseFrequencyUni = uniformHandler->getUniformCStr(fBaseFrequencyUni);
- fOctavesUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ fOctavesUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kFloat_GrSLType, kDefault_GrSLPrecision,
"octaves");
const char* octavesUni = uniformHandler->getUniformCStr(fOctavesUni);
- fZUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility,
+ fZUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kFloat_GrSLType, kDefault_GrSLPrecision,
"z");
const char* zUni = uniformHandler->getUniformCStr(fZUni);
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