Index: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
index 5c074a2901799c179ae8a51004bf264614f812c0..f06c6468cc1eb6a45dbd74627fd16fda1761bf89 100644 |
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
@@ -9,7 +9,6 @@ |
#include "GrGLProgramBuilder.h" |
#include "GrGLShaderStringBuilder.h" |
#include "../GrGpuGL.h" |
-#include "../../GrOptDrawState.h" |
#define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X) |
#define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X) |
@@ -84,12 +83,10 @@ |
coverage_attribute_name())); |
} |
- // 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 GrVertexAttrib* vaPtr = optState->getVertexAttribs(); |
- const int vaCount = optState->getVertexAttribCount(); |
+ // We pull the current state of attributes off of drawstate and bind them in order |
+ const GrRODrawState* ds = fProgramBuilder->gpu()->drawState(); |
+ const GrVertexAttrib* vaPtr = ds->getVertexAttribs(); |
+ const int vaCount = ds->getVertexAttribCount(); |
int i = fEffectAttribOffset; |
for (int index = 0; index < vaCount; index++) { |