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; |