| Index: src/gpu/gl/GrGLProgramDataManager.h
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| diff --git a/src/gpu/gl/GrGLProgramDataManager.h b/src/gpu/gl/GrGLProgramDataManager.h
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| index ebbcf54782c1b6a9cbf4301e0af343980e0cc087..8ef4a41fbc0158fb2e8bce6ca4aa8ec30233c77f 100644
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| --- a/src/gpu/gl/GrGLProgramDataManager.h
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| +++ b/src/gpu/gl/GrGLProgramDataManager.h
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| @@ -16,6 +16,8 @@
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|  
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|  class GrGpuGL;
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|  class SkMatrix;
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| +class GrGLProgram;
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| +class GrGLShaderBuilder;
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|  
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|  /** Manages the resources used by a shader program.
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|   * The resources are objects the program uses to communicate with the
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| @@ -26,31 +28,33 @@ public:
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|      // Opaque handle to a uniform
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|      class UniformHandle {
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|      public:
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| +        /** Creates a reference to an unifrom of a GrGLShaderBuilder.
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| +         * The ref can be used to set the uniform with corresponding the GrGLProgramDataManager.*/
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|          static UniformHandle CreateFromUniformIndex(int i);
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|  
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| -        bool isValid() const { return 0 != fValue; }
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| +        bool isValid() const { return -1 != fValue; }
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|  
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|          bool operator==(const UniformHandle& other) const { return other.fValue == fValue; }
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|  
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|          UniformHandle()
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| -            : fValue(0) {
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| +            : fValue(-1) {
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|          }
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|  
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|      private:
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|          UniformHandle(int value)
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| -            : fValue(~value) {
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| +            : fValue(value) {
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|              SkASSERT(isValid());
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|          }
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|  
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| -        int toUniformIndex() const { SkASSERT(isValid()); return ~fValue; }
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| +        int toProgramDataIndex() const { SkASSERT(isValid()); return fValue; }
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| +        int toShaderBuilderIndex() const { return toProgramDataIndex(); }
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|  
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|          int fValue;
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| -        friend class GrGLProgramDataManager; // For accessing toUniformIndex().
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| +        friend class GrGLProgramDataManager; // For accessing toProgramDataIndex().
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| +        friend class GrGLShaderBuilder; // For accessing toShaderBuilderIndex().
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|      };
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|  
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| -    GrGLProgramDataManager(GrGpuGL* gpu);
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| -
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| -    UniformHandle appendUniform(GrSLType type, int arrayCount = GrGLShaderVar::kNonArray);
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| +    GrGLProgramDataManager(GrGpuGL*, GrGLProgram*, const GrGLShaderBuilder&);
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|  
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|      /** Functions for uploading uniform values. The varities ending in v can be used to upload to an
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|       *  array of uniforms. arrayCount must be <= the array count of the uniform.
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| @@ -74,32 +78,6 @@ public:
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|      // convenience method for uploading a SkMatrix to a 3x3 matrix uniform
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|      void setSkMatrix(UniformHandle, const SkMatrix&) const;
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|  
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| -    struct BuilderUniform {
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| -        GrGLShaderVar fVariable;
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| -        uint32_t      fVisibility;
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| -    };
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| -    // This uses an allocator rather than array so that the GrGLShaderVars don't move in memory
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| -    // after they are inserted. Users of GrGLShaderBuilder get refs to the vars and ptrs to their
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| -    // name strings. Otherwise, we'd have to hand out copies.
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| -    typedef GrTAllocator<BuilderUniform> BuilderUniformArray;
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| -
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| -    /**
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| -     * Called by the GrGLShaderBuilder to know if the manager is using
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| -     * BindUniformLocation. In that case getUniformLocations must be called
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| -     * before the program is linked.
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| -     */
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| -    bool isUsingBindUniform() const { return fUsingBindUniform; }
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| -
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| -    /**
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| -     * Called by the GrGLShaderBuilder to get GL locations for all uniforms.
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| -     */
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| -    void getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms);
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| -
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| -    /**
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| -     * Called by the GrGLShaderBuilder to access the array by the handle (index).
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| -     */
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| -    const BuilderUniform& getBuilderUniform(const BuilderUniformArray&, GrGLProgramDataManager::UniformHandle) const;
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| -
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|  private:
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|      enum {
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|          kUnusedUniform = -1,
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| @@ -108,11 +86,12 @@ private:
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|      struct Uniform {
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|          GrGLint     fVSLocation;
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|          GrGLint     fFSLocation;
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| -        GrSLType    fType;
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| -        int         fArrayCount;
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| +        SkDEBUGCODE(
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| +            GrSLType    fType;
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| +            int         fArrayCount;
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| +        );
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|      };
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|  
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| -    bool fUsingBindUniform;
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|      SkTArray<Uniform, true> fUniforms;
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|      GrGpuGL* fGpu;
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|  
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| 
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