Index: src/gpu/gl/GrGLUniformHandler.cpp |
diff --git a/src/gpu/gl/GrGLUniformHandler.cpp b/src/gpu/gl/GrGLUniformHandler.cpp |
index 5335c19da36648aec0847c8322159447f5187ecb..856afb4b9a4b630b1624eb5099992f30608cd54b 100644 |
--- a/src/gpu/gl/GrGLUniformHandler.cpp |
+++ b/src/gpu/gl/GrGLUniformHandler.cpp |
@@ -23,8 +23,8 @@ GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( |
int arrayCount, |
const char** outName) { |
SkASSERT(name && strlen(name)); |
- SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility); |
- SkASSERT(0 == (~kVisibilityMask & visibility)); |
+ SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag); |
+ SkASSERT(0 == (~kVisMask & visibility)); |
SkASSERT(0 != visibility); |
SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeIsNumeric(type)); |
@@ -52,7 +52,7 @@ GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray( |
return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); |
} |
-void GrGLUniformHandler::appendUniformDecls(ShaderVisibility visibility, SkString* out) const { |
+void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const { |
for (int i = 0; i < fUniforms.count(); ++i) { |
if (fUniforms[i].fVisibility & visibility) { |
fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out); |