| Index: src/gpu/gl/GrGLProgramDataManager.cpp | 
| diff --git a/src/gpu/gl/GrGLProgramDataManager.cpp b/src/gpu/gl/GrGLProgramDataManager.cpp | 
| index c4c51933c77e08b244f5a457dfc7521223bde35a..eed9d1935db619eeb5ccc4eae4fd1596cbfd9b1e 100644 | 
| --- a/src/gpu/gl/GrGLProgramDataManager.cpp | 
| +++ b/src/gpu/gl/GrGLProgramDataManager.cpp | 
| @@ -5,7 +5,7 @@ | 
| * found in the LICENSE file. | 
| */ | 
|  | 
| -#include "gl/GrGLShaderBuilder.h" | 
| +#include "gl/builders/GrGLProgramBuilder.h" | 
| #include "gl/GrGLProgram.h" | 
| #include "gl/GrGLUniformHandle.h" | 
| #include "gl/GrGpuGL.h" | 
| @@ -17,13 +17,13 @@ | 
|  | 
| GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu, | 
| GrGLProgram*, | 
| -                                               const GrGLShaderBuilder& builder) | 
| +                                               const GrGLProgramBuilder& builder) | 
| : fGpu(gpu) { | 
| int count = builder.getUniformInfos().count(); | 
| fUniforms.push_back_n(count); | 
| for (int i = 0; i < count; i++) { | 
| Uniform& uniform = fUniforms[i]; | 
| -        const GrGLShaderBuilder::UniformInfo& builderUniform = builder.getUniformInfos()[i]; | 
| +        const GrGLProgramBuilder::UniformInfo& builderUniform = builder.getUniformInfos()[i]; | 
| SkASSERT(GrGLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() || | 
| builderUniform.fVariable.getArrayCount() > 0); | 
| SkDEBUGCODE( | 
| @@ -32,12 +32,12 @@ GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu, | 
| ); | 
| // TODO: Move the Xoom uniform array in both FS and VS bug workaround here. | 
|  | 
| -        if (GrGLShaderBuilder::kVertex_Visibility & builderUniform.fVisibility) { | 
| +        if (GrGLProgramBuilder::kVertex_Visibility & builderUniform.fVisibility) { | 
| uniform.fVSLocation = builderUniform.fLocation; | 
| } else { | 
| uniform.fVSLocation = kUnusedUniform; | 
| } | 
| -        if (GrGLShaderBuilder::kFragment_Visibility & builderUniform.fVisibility) { | 
| +        if (GrGLProgramBuilder::kFragment_Visibility & builderUniform.fVisibility) { | 
| uniform.fFSLocation = builderUniform.fLocation; | 
| } else { | 
| uniform.fFSLocation = kUnusedUniform; | 
|  |