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Unified Diff: src/gpu/glsl/GrGLSLUniformHandler.h

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: 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;
};
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