Index: src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp |
diff --git a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp |
index b89f88a3a6c018ee12fef2311c46ff23aeebd516..83d5af86145294f54b93a6823267da020b1f6a2c 100644 |
--- a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp |
+++ b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp |
@@ -245,7 +245,7 @@ void GLEdge2PtConicalEffect::emitCode(EmitArgs& args) { |
SkASSERT(args.fCoords[0].getType() == args.fCoords[1].getType()); |
const char* coords2D; |
SkString bVar; |
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
if (kVec3f_GrSLType == args.fCoords[0].getType()) { |
fragBuilder->codeAppendf("\tvec3 interpolants = vec3(%s.xy / %s.z, %s.x / %s.z);\n", |
args.fCoords[0].c_str(), args.fCoords[0].c_str(), |
@@ -521,7 +521,7 @@ void GLFocalOutside2PtConicalEffect::emitCode(EmitArgs& args) { |
uniformHandler->getUniformVariable(fParamUni).appendArrayAccess(1, &p1); |
// if we have a vec3 from being in perspective, convert it to a vec2 first |
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0); |
const char* coords2D = coords2DString.c_str(); |
@@ -730,7 +730,7 @@ void GLFocalInside2PtConicalEffect::emitCode(EmitArgs& args) { |
GrGLSLShaderVar focal = uniformHandler->getUniformVariable(fFocalUni); |
// if we have a vec3 from being in perspective, convert it to a vec2 first |
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0); |
const char* coords2D = coords2DString.c_str(); |
@@ -987,7 +987,7 @@ void GLCircleInside2PtConicalEffect::emitCode(EmitArgs& args) { |
GrGLSLShaderVar params = uniformHandler->getUniformVariable(fParamUni); |
// if we have a vec3 from being in perspective, convert it to a vec2 first |
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0); |
const char* coords2D = coords2DString.c_str(); |
@@ -1224,7 +1224,7 @@ void GLCircleOutside2PtConicalEffect::emitCode(EmitArgs& args) { |
GrGLSLShaderVar params = uniformHandler->getUniformVariable(fParamUni); |
// if we have a vec3 from being in perspective, convert it to a vec2 first |
- GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
SkString coords2DString = fragBuilder->ensureFSCoords2D(args.fCoords, 0); |
const char* coords2D = coords2DString.c_str(); |