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Unified Diff: src/effects/SkLightingImageFilter.cpp

Issue 23018003: Rename GrGLUniformManager to GrGLUniform and ref GrGLUniforms directly Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: Created 7 years, 4 months ago
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Index: src/effects/SkLightingImageFilter.cpp
diff --git a/src/effects/SkLightingImageFilter.cpp b/src/effects/SkLightingImageFilter.cpp
index 7a74f73624bc89411c12d79c8e149417f2e50852..7dcd7297a4deee0225a55761c5f126621ad1d6b4 100644
--- a/src/effects/SkLightingImageFilter.cpp
+++ b/src/effects/SkLightingImageFilter.cpp
@@ -23,9 +23,6 @@
class GrGLDiffuseLightingEffect;
class GrGLSpecularLightingEffect;
-// For brevity
-typedef GrGLUniformManager::UniformHandle UniformHandle;
-static const UniformHandle kInvalidUniformHandle = GrGLUniformManager::kInvalidUniformHandle;
#endif
namespace {
@@ -36,13 +33,13 @@ const SkScalar gOneHalf = SkFloatToScalar(0.5f);
const SkScalar gOneQuarter = SkFloatToScalar(0.25f);
#if SK_SUPPORT_GPU
-void setUniformPoint3(const GrGLUniformManager& uman, UniformHandle uni, const SkPoint3& point) {
+void setUniformPoint3(const GrGLContext& context, GrGLUniform* uni, const SkPoint3& point) {
GR_STATIC_ASSERT(sizeof(SkPoint3) == 3 * sizeof(GrGLfloat));
- uman.set3fv(uni, 0, 1, &point.fX);
+ uni->set3fv(context, 0, 1, &point.fX);
}
-void setUniformNormal3(const GrGLUniformManager& uman, UniformHandle uni, const SkPoint3& point) {
- setUniformPoint3(uman, uni, SkPoint3(point.fX, point.fY, point.fZ));
+void setUniformNormal3(const GrGLContext& context, GrGLUniform* uni, const SkPoint3& point) {
+ setUniformPoint3(context, uni, SkPoint3(point.fX, point.fY, point.fZ));
}
#endif
@@ -419,7 +416,7 @@ public:
* This is called by GrGLLightingEffect::emitCode() before either of the two virtual functions
* below. It adds a vec3f uniform visible in the FS that represents the constant light color.
*/
- void emitLightColorUniform(GrGLShaderBuilder*);
+ GrGLShaderBuilder::Uniform* emitLightColorUniform(GrGLShaderBuilder*);
/**
* These two functions are called from GrGLLightingEffect's emitCode() function.
@@ -430,11 +427,11 @@ public:
* and so this function only needs to be overridden if the light color varies spatially.
*/
virtual void emitSurfaceToLight(GrGLShaderBuilder*, const char* z) = 0;
- virtual void emitLightColor(GrGLShaderBuilder*, const char *surfaceToLight);
+ virtual void emitLightColor(GrGLShaderBuilder*, GrGLShaderBuilder::Uniform*, const char *surfaceToLight);
// This is called from GrGLLightingEffect's setData(). Subclasses of GrGLLight must call
// INHERITED::setData().
- virtual void setData(const GrGLUniformManager&,
+ virtual void setData(const GrGLContext&,
const SkLight* light,
const SkIPoint& offset) const;
@@ -443,10 +440,10 @@ protected:
* Gets the constant light color uniform. Subclasses can use this in their emitLightColor
* function.
*/
- UniformHandle lightColorUni() const { return fColorUni; }
+ GrGLUniform* lightColorUni() const { return fColorUni; }
private:
- UniformHandle fColorUni;
+ GrGLUniform* fColorUni;
typedef SkRefCnt INHERITED;
};
@@ -456,14 +453,14 @@ private:
class GrGLDistantLight : public GrGLLight {
public:
virtual ~GrGLDistantLight() {}
- virtual void setData(const GrGLUniformManager&,
+ virtual void setData(const GrGLContext&,
const SkLight* light,
const SkIPoint& offset) const SK_OVERRIDE;
virtual void emitSurfaceToLight(GrGLShaderBuilder*, const char* z) SK_OVERRIDE;
private:
typedef GrGLLight INHERITED;
- UniformHandle fDirectionUni;
+ GrGLUniform* fDirectionUni;
};
///////////////////////////////////////////////////////////////////////////////
@@ -471,14 +468,14 @@ private:
class GrGLPointLight : public GrGLLight {
public:
virtual ~GrGLPointLight() {}
- virtual void setData(const GrGLUniformManager&,
+ virtual void setData(const GrGLContext&,
const SkLight* light,
const SkIPoint& offset) const SK_OVERRIDE;
virtual void emitSurfaceToLight(GrGLShaderBuilder*, const char* z) SK_OVERRIDE;
private:
typedef GrGLLight INHERITED;
- UniformHandle fLocationUni;
+ GrGLUniform* fLocationUni;
};
///////////////////////////////////////////////////////////////////////////////
@@ -486,22 +483,22 @@ private:
class GrGLSpotLight : public GrGLLight {
public:
virtual ~GrGLSpotLight() {}
- virtual void setData(const GrGLUniformManager&,
+ virtual void setData(const GrGLContext&,
const SkLight* light,
const SkIPoint& offset) const SK_OVERRIDE;
virtual void emitSurfaceToLight(GrGLShaderBuilder*, const char* z) SK_OVERRIDE;
- virtual void emitLightColor(GrGLShaderBuilder*, const char *surfaceToLight) SK_OVERRIDE;
+ virtual void emitLightColor(GrGLShaderBuilder*, GrGLShaderBuilder::Uniform*, const char *surfaceToLight) SK_OVERRIDE;
private:
typedef GrGLLight INHERITED;
SkString fLightColorFunc;
- UniformHandle fLocationUni;
- UniformHandle fExponentUni;
- UniformHandle fCosOuterConeAngleUni;
- UniformHandle fCosInnerConeAngleUni;
- UniformHandle fConeScaleUni;
- UniformHandle fSUni;
+ GrGLUniform* fLocationUni;
+ GrGLUniform* fExponentUni;
+ GrGLUniform* fCosOuterConeAngleUni;
+ GrGLUniform* fCosInnerConeAngleUni;
+ GrGLUniform* fConeScaleUni;
+ GrGLUniform* fSUni;
};
#else
@@ -1038,7 +1035,7 @@ public:
/**
* Subclasses of GrGLLightingEffect must call INHERITED::setData();
*/
- virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
+ virtual void setData(const GrGLContext&, const GrDrawEffect&) SK_OVERRIDE;
protected:
virtual void emitLightFunc(GrGLShaderBuilder*, SkString* funcName) = 0;
@@ -1046,8 +1043,8 @@ protected:
private:
typedef GrGLEffect INHERITED;
- UniformHandle fImageIncrementUni;
- UniformHandle fSurfaceScaleUni;
+ GrGLUniform* fImageIncrementUni;
+ GrGLUniform* fSurfaceScaleUni;
GrGLLight* fLight;
GrGLEffectMatrix fEffectMatrix;
};
@@ -1059,12 +1056,12 @@ public:
GrGLDiffuseLightingEffect(const GrBackendEffectFactory& factory,
const GrDrawEffect& drawEffect);
virtual void emitLightFunc(GrGLShaderBuilder*, SkString* funcName) SK_OVERRIDE;
- virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
+ virtual void setData(const GrGLContext&, const GrDrawEffect&) SK_OVERRIDE;
private:
typedef GrGLLightingEffect INHERITED;
- UniformHandle fKDUni;
+ GrGLUniform* fKDUni;
};
///////////////////////////////////////////////////////////////////////////////
@@ -1074,13 +1071,13 @@ public:
GrGLSpecularLightingEffect(const GrBackendEffectFactory& factory,
const GrDrawEffect& effect);
virtual void emitLightFunc(GrGLShaderBuilder*, SkString* funcName) SK_OVERRIDE;
- virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
+ virtual void setData(const GrGLContext&, const GrDrawEffect&) SK_OVERRIDE;
private:
typedef GrGLLightingEffect INHERITED;
- UniformHandle fKSUni;
- UniformHandle fShininessUni;
+ GrGLUniform* fKSUni;
+ GrGLUniform* fShininessUni;
};
///////////////////////////////////////////////////////////////////////////////
@@ -1150,8 +1147,8 @@ GrEffectRef* GrDiffuseLightingEffect::TestCreate(SkMWCRandom* random,
GrGLLightingEffect::GrGLLightingEffect(const GrBackendEffectFactory& factory,
const GrDrawEffect& drawEffect)
: INHERITED(factory)
- , fImageIncrementUni(kInvalidUniformHandle)
- , fSurfaceScaleUni(kInvalidUniformHandle)
+ , fImageIncrementUni(NULL)
+ , fSurfaceScaleUni(NULL)
, fEffectMatrix(drawEffect.castEffect<GrLightingEffect>().coordsType()) {
const GrLightingEffect& m = drawEffect.castEffect<GrLightingEffect>();
fLight = m.light()->createGLLight();
@@ -1170,13 +1167,16 @@ void GrGLLightingEffect::emitCode(GrGLShaderBuilder* builder,
const char* coords;
fEffectMatrix.emitCodeMakeFSCoords2D(builder, key, &coords);
- fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kVec2f_GrSLType,
- "ImageIncrement");
- fSurfaceScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType,
- "SurfaceScale");
- fLight->emitLightColorUniform(builder);
+ GrGLShaderBuilder::Uniform* imageIncrementUni =
+ builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec2f_GrSLType,
+ "ImageIncrement");
+ fImageIncrementUni = imageIncrementUni->glUniform();
+
+ GrGLShaderBuilder::Uniform* surfaceScaleUni =
+ builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, "SurfaceScale");
+ fSurfaceScaleUni = surfaceScaleUni->glUniform();
+
+ GrGLShaderBuilder::Uniform* lightColorUni = fLight->emitLightColorUniform(builder);
SkString lightFunc;
this->emitLightFunc(builder, &lightFunc);
static const GrGLShaderVar gSobelArgs[] = {
@@ -1233,14 +1233,11 @@ void GrGLLightingEffect::emitCode(GrGLShaderBuilder* builder,
builder->fsCodeAppendf("\t\tvec2 coord = %s;\n", coords);
builder->fsCodeAppend("\t\tfloat m[9];\n");
- const char* imgInc = builder->getUniformCStr(fImageIncrementUni);
- const char* surfScale = builder->getUniformCStr(fSurfaceScaleUni);
-
int index = 0;
for (int dy = -1; dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
SkString texCoords;
- texCoords.appendf("coord + vec2(%d, %d) * %s", dx, dy, imgInc);
+ texCoords.appendf("coord + vec2(%d, %d) * %s", dx, dy, imageIncrementUni->c_str());
builder->fsCodeAppendf("\t\tm[%d] = ", index++);
builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
samplers[0],
@@ -1250,12 +1247,12 @@ void GrGLLightingEffect::emitCode(GrGLShaderBuilder* builder,
}
builder->fsCodeAppend("\t\tvec3 surfaceToLight = ");
SkString arg;
- arg.appendf("%s * m[4]", surfScale);
+ arg.appendf("%s * m[4]", surfaceScaleUni->c_str());
fLight->emitSurfaceToLight(builder, arg.c_str());
builder->fsCodeAppend(";\n");
builder->fsCodeAppendf("\t\t%s = %s(%s(m, %s), surfaceToLight, ",
- outputColor, lightFunc.c_str(), interiorNormalName.c_str(), surfScale);
- fLight->emitLightColor(builder, "surfaceToLight");
+ outputColor, lightFunc.c_str(), interiorNormalName.c_str(), surfaceScaleUni->c_str());
+ fLight->emitLightColor(builder, lightColorUni, "surfaceToLight");
builder->fsCodeAppend(");\n");
SkString modulate;
GrGLSLMulVarBy4f(&modulate, 2, outputColor, inputColor);
@@ -1274,15 +1271,15 @@ GrGLEffect::EffectKey GrGLLightingEffect::GenKey(const GrDrawEffect& drawEffect,
return key | matrixKey;
}
-void GrGLLightingEffect::setData(const GrGLUniformManager& uman,
+void GrGLLightingEffect::setData(const GrGLContext& context,
const GrDrawEffect& drawEffect) {
const GrLightingEffect& lighting = drawEffect.castEffect<GrLightingEffect>();
GrTexture* texture = lighting.texture(0);
float ySign = texture->origin() == kTopLeft_GrSurfaceOrigin ? -1.0f : 1.0f;
- uman.set2f(fImageIncrementUni, 1.0f / texture->width(), ySign / texture->height());
- uman.set1f(fSurfaceScaleUni, lighting.surfaceScale());
- fLight->setData(uman, lighting.light(), lighting.offset());
- fEffectMatrix.setData(uman,
+ fImageIncrementUni->set2f(context, 1.0f / texture->width(), ySign / texture->height());
+ fSurfaceScaleUni->set1f(context, lighting.surfaceScale());
+ fLight->setData(context, lighting.light(), lighting.offset());
+ fEffectMatrix.setData(context,
lighting.getMatrix(),
drawEffect,
lighting.texture(0));
@@ -1295,7 +1292,7 @@ void GrGLLightingEffect::setData(const GrGLUniformManager& uman,
GrGLDiffuseLightingEffect::GrGLDiffuseLightingEffect(const GrBackendEffectFactory& factory,
const GrDrawEffect& drawEffect)
: INHERITED(factory, drawEffect)
- , fKDUni(kInvalidUniformHandle) {
+ , fKDUni(NULL) {
}
void GrGLDiffuseLightingEffect::emitLightFunc(GrGLShaderBuilder* builder, SkString* funcName) {
@@ -1303,7 +1300,7 @@ void GrGLDiffuseLightingEffect::emitLightFunc(GrGLShaderBuilder* builder, SkStri
fKDUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kFloat_GrSLType,
"KD",
- &kd);
+ &kd)->glUniform();
static const GrGLShaderVar gLightArgs[] = {
GrGLShaderVar("normal", kVec3f_GrSLType),
@@ -1322,11 +1319,11 @@ void GrGLDiffuseLightingEffect::emitLightFunc(GrGLShaderBuilder* builder, SkStri
funcName);
}
-void GrGLDiffuseLightingEffect::setData(const GrGLUniformManager& uman,
+void GrGLDiffuseLightingEffect::setData(const GrGLContext& context,
const GrDrawEffect& drawEffect) {
- INHERITED::setData(uman, drawEffect);
+ INHERITED::setData(context, drawEffect);
const GrDiffuseLightingEffect& diffuse = drawEffect.castEffect<GrDiffuseLightingEffect>();
- uman.set1f(fKDUni, diffuse.kd());
+ fKDUni->set1f(context, diffuse.kd());
}
///////////////////////////////////////////////////////////////////////////////
@@ -1372,9 +1369,9 @@ GrEffectRef* GrSpecularLightingEffect::TestCreate(SkMWCRandom* random,
GrGLSpecularLightingEffect::GrGLSpecularLightingEffect(const GrBackendEffectFactory& factory,
const GrDrawEffect& drawEffect)
- : GrGLLightingEffect(factory, drawEffect)
- , fKSUni(kInvalidUniformHandle)
- , fShininessUni(kInvalidUniformHandle) {
+ : INHERITED(factory, drawEffect)
+ , fKSUni(NULL)
+ , fShininessUni(NULL) {
}
void GrGLSpecularLightingEffect::emitLightFunc(GrGLShaderBuilder* builder, SkString* funcName) {
@@ -1382,9 +1379,9 @@ void GrGLSpecularLightingEffect::emitLightFunc(GrGLShaderBuilder* builder, SkStr
const char* shininess;
fKSUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "KS", &ks);
+ kFloat_GrSLType, "KS", &ks)->glUniform();
fShininessUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "Shininess", &shininess);
+ kFloat_GrSLType, "Shininess", &shininess)->glUniform();
static const GrGLShaderVar gLightArgs[] = {
GrGLShaderVar("normal", kVec3f_GrSLType),
@@ -1405,101 +1402,106 @@ void GrGLSpecularLightingEffect::emitLightFunc(GrGLShaderBuilder* builder, SkStr
funcName);
}
-void GrGLSpecularLightingEffect::setData(const GrGLUniformManager& uman,
+void GrGLSpecularLightingEffect::setData(const GrGLContext& context,
const GrDrawEffect& drawEffect) {
- INHERITED::setData(uman, drawEffect);
+ INHERITED::setData(context, drawEffect);
const GrSpecularLightingEffect& spec = drawEffect.castEffect<GrSpecularLightingEffect>();
- uman.set1f(fKSUni, spec.ks());
- uman.set1f(fShininessUni, spec.shininess());
+ fKSUni->set1f(context, spec.ks());
+ fShininessUni->set1f(context, spec.shininess());
}
///////////////////////////////////////////////////////////////////////////////
-void GrGLLight::emitLightColorUniform(GrGLShaderBuilder* builder) {
- fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType, "LightColor");
+GrGLShaderBuilder::Uniform* GrGLLight::emitLightColorUniform(GrGLShaderBuilder* builder) {
+ GrGLShaderBuilder::Uniform* colorUni =
+ builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ kVec3f_GrSLType, "LightColor");
+ fColorUni = colorUni->glUniform();
+ return colorUni;
}
void GrGLLight::emitLightColor(GrGLShaderBuilder* builder,
+ GrGLShaderBuilder::Uniform* colorUni,
const char *surfaceToLight) {
- builder->fsCodeAppend(builder->getUniformCStr(this->lightColorUni()));
+ builder->fsCodeAppend(colorUni->c_str());
}
-void GrGLLight::setData(const GrGLUniformManager& uman,
+void GrGLLight::setData(const GrGLContext& context,
const SkLight* light,
const SkIPoint&) const {
- setUniformPoint3(uman, fColorUni, light->color() * SkScalarInvert(SkIntToScalar(255)));
+ setUniformPoint3(context, fColorUni, light->color() * SkScalarInvert(SkIntToScalar(255)));
}
///////////////////////////////////////////////////////////////////////////////
-void GrGLDistantLight::setData(const GrGLUniformManager& uman,
+void GrGLDistantLight::setData(const GrGLContext& context,
const SkLight* light,
const SkIPoint& offset) const {
- INHERITED::setData(uman, light, offset);
+ INHERITED::setData(context, light, offset);
SkASSERT(light->type() == SkLight::kDistant_LightType);
const SkDistantLight* distantLight = static_cast<const SkDistantLight*>(light);
- setUniformNormal3(uman, fDirectionUni, distantLight->direction());
+ setUniformNormal3(context, fDirectionUni, distantLight->direction());
}
void GrGLDistantLight::emitSurfaceToLight(GrGLShaderBuilder* builder, const char* z) {
const char* dir;
fDirectionUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType,
- "LightDirection", &dir);
+ "LightDirection", &dir)->glUniform();
builder->fsCodeAppend(dir);
}
///////////////////////////////////////////////////////////////////////////////
-void GrGLPointLight::setData(const GrGLUniformManager& uman,
+void GrGLPointLight::setData(const GrGLContext& context,
const SkLight* light,
const SkIPoint& offset) const {
- INHERITED::setData(uman, light, offset);
+ INHERITED::setData(context, light, offset);
SkASSERT(light->type() == SkLight::kPoint_LightType);
const SkPointLight* pointLight = static_cast<const SkPointLight*>(light);
SkPoint3 location = pointLight->location();
location.fX -= offset.fX;
location.fY -= offset.fY;
- setUniformPoint3(uman, fLocationUni, location);
+ setUniformPoint3(context, fLocationUni, location);
}
void GrGLPointLight::emitSurfaceToLight(GrGLShaderBuilder* builder, const char* z) {
const char* loc;
fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType,
- "LightLocation", &loc);
+ "LightLocation", &loc)->glUniform();
builder->fsCodeAppendf("normalize(%s - vec3(%s.xy, %s))", loc, builder->fragmentPosition(), z);
}
///////////////////////////////////////////////////////////////////////////////
-void GrGLSpotLight::setData(const GrGLUniformManager& uman,
+void GrGLSpotLight::setData(const GrGLContext& context,
const SkLight* light,
const SkIPoint& offset) const {
- INHERITED::setData(uman, light, offset);
+ INHERITED::setData(context, light, offset);
SkASSERT(light->type() == SkLight::kSpot_LightType);
const SkSpotLight* spotLight = static_cast<const SkSpotLight *>(light);
SkPoint3 location = spotLight->location();
location.fX -= offset.fX;
location.fY -= offset.fY;
- setUniformPoint3(uman, fLocationUni, location);
- uman.set1f(fExponentUni, spotLight->specularExponent());
- uman.set1f(fCosInnerConeAngleUni, spotLight->cosInnerConeAngle());
- uman.set1f(fCosOuterConeAngleUni, spotLight->cosOuterConeAngle());
- uman.set1f(fConeScaleUni, spotLight->coneScale());
- setUniformNormal3(uman, fSUni, spotLight->s());
+ setUniformPoint3(context, fLocationUni, location);
+ fExponentUni->set1f(context, spotLight->specularExponent());
+ fCosInnerConeAngleUni->set1f(context, spotLight->cosInnerConeAngle());
+ fCosOuterConeAngleUni->set1f(context, spotLight->cosOuterConeAngle());
+ fConeScaleUni->set1f(context, spotLight->coneScale());
+ setUniformNormal3(context, fSUni, spotLight->s());
}
void GrGLSpotLight::emitSurfaceToLight(GrGLShaderBuilder* builder, const char* z) {
const char* location;
fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType, "LightLocation", &location);
+ kVec3f_GrSLType, "LightLocation", &location)->glUniform();
builder->fsCodeAppendf("normalize(%s - vec3(%s.xy, %s))",
location, builder->fragmentPosition(), z);
}
void GrGLSpotLight::emitLightColor(GrGLShaderBuilder* builder,
+ GrGLShaderBuilder::Uniform* lightUni,
const char *surfaceToLight) {
- const char* color = builder->getUniformCStr(this->lightColorUni()); // created by parent class.
+ const char* color = lightUni->c_str(); // created by parent class.
const char* exponent;
const char* cosInner;
@@ -1507,15 +1509,15 @@ void GrGLSpotLight::emitLightColor(GrGLShaderBuilder* builder,
const char* coneScale;
const char* s;
fExponentUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "Exponent", &exponent);
+ kFloat_GrSLType, "Exponent", &exponent)->glUniform();
fCosInnerConeAngleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "CosInnerConeAngle", &cosInner);
+ kFloat_GrSLType, "CosInnerConeAngle", &cosInner)->glUniform();
fCosOuterConeAngleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "CosOuterConeAngle", &cosOuter);
+ kFloat_GrSLType, "CosOuterConeAngle", &cosOuter)->glUniform();
fConeScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "ConeScale", &coneScale);
+ kFloat_GrSLType, "ConeScale", &coneScale)->glUniform();
fSUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType, "S", &s);
+ kVec3f_GrSLType, "S", &s)->glUniform();
static const GrGLShaderVar gLightColorArgs[] = {
GrGLShaderVar("surfaceToLight", kVec3f_GrSLType)
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