| Index: src/gpu/gl/GrGLShaderBuilder.h
|
| diff --git a/src/gpu/gl/GrGLShaderBuilder.h b/src/gpu/gl/GrGLShaderBuilder.h
|
| index 233bb524f50afee552074b9cdce7fc0adaa63102..1be9a881d342cdf3ce81c2e034978ae04747ee31 100644
|
| --- a/src/gpu/gl/GrGLShaderBuilder.h
|
| +++ b/src/gpu/gl/GrGLShaderBuilder.h
|
| @@ -417,10 +417,17 @@ public:
|
| int effectCnt,
|
| GrGLSLExpr4* inOutFSColor) SK_OVERRIDE;
|
|
|
| + /**
|
| + * The view matrix uniform is only valid in the VS. It is always mat33.
|
| + */
|
| GrGLUniformManager::UniformHandle getViewMatrixUniform() const {
|
| return fViewMatrixUniform;
|
| }
|
|
|
| + GrGLUniformManager::UniformHandle getRTAdjustmentVecUniform() const {
|
| + return fRTAdustmentVecUniform;
|
| + }
|
| +
|
| protected:
|
| virtual bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const SK_OVERRIDE;
|
| virtual void bindProgramLocations(GrGLuint programId) const SK_OVERRIDE;
|
| @@ -444,7 +451,7 @@ private:
|
| SkSTArray<10, AttributePair, true> fEffectAttributes;
|
|
|
| GrGLUniformManager::UniformHandle fViewMatrixUniform;
|
| -
|
| + GrGLUniformManager::UniformHandle fRTAdustmentVecUniform;
|
| GrGLShaderVar* fPositionVar;
|
| GrGLShaderVar* fLocalCoordsVar;
|
|
|
|
|