Index: src/gpu/glsl/GrGLSLShaderBuilder.h |
diff --git a/src/gpu/glsl/GrGLSLShaderBuilder.h b/src/gpu/glsl/GrGLSLShaderBuilder.h |
index 5b3a01f3e923a9918e76e82b263f9cab7f88b338..cadc775027e6fa95ce6b220b82ab46fc52769435 100644 |
--- a/src/gpu/glsl/GrGLSLShaderBuilder.h |
+++ b/src/gpu/glsl/GrGLSLShaderBuilder.h |
@@ -15,7 +15,7 @@ |
#include <stdarg.h> |
class GrGLSLProgramBuilder; |
-class GrGLSLTextureSampler; |
+class GrGLSLSampler; |
/** |
base class for all shaders builders |
@@ -27,25 +27,25 @@ public: |
/** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or |
Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle |
- order of the result depends on the GrTextureAccess associated with the GrGLSLTextureSampler. |
+ order of the result depends on the GrTextureAccess associated with the GrGLSLSampler. |
*/ |
void appendTextureLookup(SkString* out, |
- const GrGLSLTextureSampler&, |
+ const GrGLSLSampler&, |
const char* coordName, |
GrSLType coordType = kVec2f_GrSLType) const; |
/** Version of above that appends the result to the fragment shader code instead.*/ |
- void appendTextureLookup(const GrGLSLTextureSampler&, |
+ void appendTextureLookup(const GrGLSLSampler&, |
const char* coordName, |
GrSLType coordType = kVec2f_GrSLType); |
/** Does the work of appendTextureLookup and modulates the result by modulation. The result is |
- always a vec4. modulation and the swizzle specified by GrGLSLTextureSampler must both be |
+ always a vec4. modulation and the swizzle specified by GrGLSLSampler must both be |
vec4 or float. If modulation is "" or nullptr it this function acts as though |
appendTextureLookup were called. */ |
void appendTextureLookupAndModulate(const char* modulation, |
- const GrGLSLTextureSampler&, |
+ const GrGLSLSampler&, |
const char* coordName, |
GrSLType coordType = kVec2f_GrSLType); |