Index: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
index ad614659416dd3fd197f608615b80d6fd75a31b9..f99791e24e3ab6ce709f745fb94f438f6fdaaf71 100644 |
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
@@ -87,7 +87,9 @@ void GrGLVertexShaderBuilder::bindProgramLocations(GrGLuint programId) { |
// We pull the current state of attributes off of drawstate's optimized state and bind them in |
// order. This assumes that the drawState has not changed since we called flushGraphicsState() |
// higher up in the stack. |
- SkAutoTUnref<GrOptDrawState> optState(fProgramBuilder->gpu()->drawState()->createOptState()); |
+ const GrDrawTargetCaps* caps = fProgramBuilder->gpu()->caps(); |
+ const GrDrawState& drawState = *fProgramBuilder->gpu()->drawState(); |
+ SkAutoTUnref<GrOptDrawState> optState(drawState.createOptState(*caps)); |
const GrVertexAttrib* vaPtr = optState->getVertexAttribs(); |
const int vaCount = optState->getVertexAttribCount(); |