Index: src/gpu/glsl/GrGLSLUniformHandler.h |
diff --git a/src/gpu/glsl/GrGLSLUniformHandler.h b/src/gpu/glsl/GrGLSLUniformHandler.h |
index e72716d04e437c682145c33abf76f3338a782972..14835fbd26cc032ac8f4e217610b4dcbfa4dadad 100644 |
--- a/src/gpu/glsl/GrGLSLUniformHandler.h |
+++ b/src/gpu/glsl/GrGLSLUniformHandler.h |
@@ -15,19 +15,13 @@ class GrGLSLProgramBuilder; |
class GrGLSLUniformHandler { |
public: |
- enum ShaderVisibility { |
- kVertex_Visibility = 1 << kVertex_GrShaderType, |
- kGeometry_Visibility = 1 << kGeometry_GrShaderType, |
- kFragment_Visibility = 1 << kFragment_GrShaderType, |
- }; |
- |
virtual ~GrGLSLUniformHandler() {} |
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle; |
/** Add a uniform variable to the current program, that has visibility in one or more shaders. |
- visibility is a bitfield of ShaderVisibility values indicating from which shaders the |
- uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not |
+ visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform |
+ should be accessible. At least one bit must be set. Geometry shader uniforms are not |
supported at this time. The actual uniform name will be mangled. If outName is not nullptr |
then it will refer to the final uniform name after return. Use the addUniformArray variant |
to add an array of uniforms. */ |
@@ -70,7 +64,7 @@ private: |
int arrayCount, |
const char** outName) = 0; |
- virtual void appendUniformDecls(ShaderVisibility, SkString*) const = 0; |
+ virtual void appendUniformDecls(GrShaderFlags visibility, SkString*) const = 0; |
friend class GrGLSLProgramBuilder; |
}; |