| 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;
|
| };
|
|
|