Index: src/gpu/glsl/GrGLSL.h |
diff --git a/src/gpu/glsl/GrGLSL.h b/src/gpu/glsl/GrGLSL.h |
index 844b7c76db9ba65eb067ac487f96a4968a65f419..e4e165b284b0052cce552f4db2a87a952dff0ca2 100644 |
--- a/src/gpu/glsl/GrGLSL.h |
+++ b/src/gpu/glsl/GrGLSL.h |
@@ -58,7 +58,7 @@ bool GrGLSLSupportsNamedFragmentShaderOutputs(GrGLSLGeneration); |
*/ |
inline const char* GrGLSLTexture2DFunctionName(GrSLType coordType, GrSLType samplerType, |
GrGLSLGeneration glslGen) { |
- SkASSERT(GrSLTypeIs2DTextureType(samplerType)); |
+ SkASSERT(GrSLTypeIs2DCombinedSamplerType(samplerType)); |
SkASSERT(kVec2f_GrSLType == coordType || kVec3f_GrSLType == coordType); |
// GL_TEXTURE_RECTANGLE_ARB is written against OpenGL 2.0/GLSL 1.10. At that time there were |
// separate texture*() functions. In OpenGL 3.0/GLSL 1.30 the different texture*() functions |
@@ -70,9 +70,10 @@ inline const char* GrGLSLTexture2DFunctionName(GrSLType coordType, GrSLType samp |
return (kVec2f_GrSLType == coordType) ? "texture" : "textureProj"; |
} |
if (kVec2f_GrSLType == coordType) { |
- return (samplerType == kSampler2DRect_GrSLType) ? "texture2DRect" : "texture2D"; |
+ return (samplerType == kTexture2DRectSampler_GrSLType) ? "texture2DRect" : "texture2D"; |
} else { |
- return (samplerType == kSampler2DRect_GrSLType) ? "texture2DRectProj" : "texture2DProj"; |
+ return (samplerType == kTexture2DRectSampler_GrSLType) ? "texture2DRectProj" |
+ : "texture2DProj"; |
} |
} |
@@ -121,13 +122,13 @@ static inline const char* GrGLSLTypeString(GrSLType t) { |
return "mat3"; |
case kMat44f_GrSLType: |
return "mat4"; |
- case kSampler2D_GrSLType: |
+ case kTexture2DSampler_GrSLType: |
return "sampler2D"; |
- case kSamplerExternal_GrSLType: |
+ case kTextureExternalSampler_GrSLType: |
return "samplerExternalOES"; |
- case kSampler2DRect_GrSLType: |
+ case kTexture2DRectSampler_GrSLType: |
return "sampler2DRect"; |
- case kSamplerBuffer_GrSLType: |
+ case kTextureBufferSampler_GrSLType: |
return "samplerBuffer"; |
case kBool_GrSLType: |
return "bool"; |
@@ -135,6 +136,10 @@ static inline const char* GrGLSLTypeString(GrSLType t) { |
return "int"; |
case kUint_GrSLType: |
return "uint"; |
+ case kTexture2D_GrSLType: |
+ return "texture2D"; |
+ case kSampler_GrSLType: |
+ return "sampler"; |
default: |
SkFAIL("Unknown shader var type."); |
return ""; // suppress warning |