Index: src/effects/SkLightingImageFilter.cpp |
diff --git a/src/effects/SkLightingImageFilter.cpp b/src/effects/SkLightingImageFilter.cpp |
index a891fe135c5fa06fe54e0abf3f7b47258f454efe..19da3ed5e8fa2389e6760ae67ba45ec9bec850d3 100644 |
--- a/src/effects/SkLightingImageFilter.cpp |
+++ b/src/effects/SkLightingImageFilter.cpp |
@@ -1653,10 +1653,10 @@ void GrGLLightingEffect::emitCode(EmitArgs& args) { |
} |
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
- fImageIncrementUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fImageIncrementUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec2f_GrSLType, kDefault_GrSLPrecision, |
"ImageIncrement"); |
- fSurfaceScaleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fSurfaceScaleUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, kDefault_GrSLPrecision, |
"SurfaceScale"); |
fLight->emitLightColorUniform(uniformHandler); |
@@ -1769,7 +1769,7 @@ void GrGLDiffuseLightingEffect::emitLightFunc(GrGLSLUniformHandler* uniformHandl |
GrGLSLFragmentBuilder* fragBuilder, |
SkString* funcName) { |
const char* kd; |
- fKDUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fKDUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, kDefault_GrSLPrecision, |
"KD", &kd); |
@@ -1851,9 +1851,9 @@ void GrGLSpecularLightingEffect::emitLightFunc(GrGLSLUniformHandler* uniformHand |
const char* ks; |
const char* shininess; |
- fKSUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fKSUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, kDefault_GrSLPrecision, "KS", &ks); |
- fShininessUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fShininessUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, |
kDefault_GrSLPrecision, |
"Shininess", |
@@ -1887,7 +1887,7 @@ void GrGLSpecularLightingEffect::onSetData(const GrGLSLProgramDataManager& pdman |
/////////////////////////////////////////////////////////////////////////////// |
void GrGLLight::emitLightColorUniform(GrGLSLUniformHandler* uniformHandler) { |
- fColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec3f_GrSLType, kDefault_GrSLPrecision, |
"LightColor"); |
} |
@@ -1918,7 +1918,7 @@ void GrGLDistantLight::emitSurfaceToLight(GrGLSLUniformHandler* uniformHandler, |
GrGLSLFragmentBuilder* fragBuilder, |
const char* z) { |
const char* dir; |
- fDirectionUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fDirectionUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec3f_GrSLType, kDefault_GrSLPrecision, |
"LightDirection", &dir); |
fragBuilder->codeAppend(dir); |
@@ -1938,7 +1938,7 @@ void GrGLPointLight::emitSurfaceToLight(GrGLSLUniformHandler* uniformHandler, |
GrGLSLFragmentBuilder* fragBuilder, |
const char* z) { |
const char* loc; |
- fLocationUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fLocationUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec3f_GrSLType, kDefault_GrSLPrecision, |
"LightLocation", &loc); |
fragBuilder->codeAppendf("normalize(%s - vec3(%s.xy, %s))", |
@@ -1964,7 +1964,7 @@ void GrGLSpotLight::emitSurfaceToLight(GrGLSLUniformHandler* uniformHandler, |
GrGLSLFragmentBuilder* fragBuilder, |
const char* z) { |
const char* location; |
- fLocationUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fLocationUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec3f_GrSLType, kDefault_GrSLPrecision, |
"LightLocation", &location); |
@@ -1983,19 +1983,19 @@ void GrGLSpotLight::emitLightColor(GrGLSLUniformHandler* uniformHandler, |
const char* cosOuter; |
const char* coneScale; |
const char* s; |
- fExponentUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fExponentUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, kDefault_GrSLPrecision, |
"Exponent", &exponent); |
- fCosInnerConeAngleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fCosInnerConeAngleUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, kDefault_GrSLPrecision, |
"CosInnerConeAngle", &cosInner); |
- fCosOuterConeAngleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fCosOuterConeAngleUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, kDefault_GrSLPrecision, |
"CosOuterConeAngle", &cosOuter); |
- fConeScaleUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fConeScaleUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, kDefault_GrSLPrecision, |
"ConeScale", &coneScale); |
- fSUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
+ fSUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec3f_GrSLType, kDefault_GrSLPrecision, "S", &s); |
static const GrGLSLShaderVar gLightColorArgs[] = { |