Index: src/gpu/GrAARectRenderer.cpp |
diff --git a/src/gpu/GrAARectRenderer.cpp b/src/gpu/GrAARectRenderer.cpp |
index 0b895d1d335f76c48041853332a7ed5b206b23f1..46850f259ecebc13bbe1c04a3b8a13e65479f013 100644 |
--- a/src/gpu/GrAARectRenderer.cpp |
+++ b/src/gpu/GrAARectRenderer.cpp |
@@ -7,7 +7,7 @@ |
#include "GrAARectRenderer.h" |
#include "GrGpu.h" |
-#include "gl/builders/GrGLFullProgramBuilder.h" |
+#include "gl/builders/GrGLProgramBuilder.h" |
#include "gl/GrGLProcessor.h" |
#include "gl/GrGLGeometryProcessor.h" |
#include "GrTBackendProcessorFactory.h" |
@@ -41,7 +41,7 @@ public: |
GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor&) |
: INHERITED (factory) {} |
- virtual void emitCode(GrGLFullProgramBuilder* builder, |
+ virtual void emitCode(GrGLGPBuilder* builder, |
const GrGeometryProcessor& geometryProcessor, |
const GrProcessorKey& key, |
const char* outputColor, |
@@ -58,7 +58,7 @@ public: |
GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder(); |
vsBuilder->codeAppendf("\t%s = %s;\n", vsRectName, inRect.c_str()); |
- GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
+ GrGLGPFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
bsalomon
2014/10/06 18:49:40
Can we kill the word Shader here?
i.e. GrGLGPFrag
|
// TODO: compute all these offsets, spans, and scales in the VS |
fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", fsRectName); |
fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", fsRectName); |
@@ -167,7 +167,7 @@ public: |
GLProcessor(const GrBackendProcessorFactory& factory, const GrProcessor&) |
: INHERITED (factory) {} |
- virtual void emitCode(GrGLFullProgramBuilder* builder, |
+ virtual void emitCode(GrGLGPBuilder* builder, |
const GrGeometryProcessor& geometryProcessor, |
const GrProcessorKey& key, |
const char* outputColor, |
@@ -192,7 +192,7 @@ public: |
vsWidthHeightName, |
rectEffect.inWidthHeight().c_str()); |
- GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
+ GrGLGPFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
// TODO: compute all these offsets, spans, and scales in the VS |
fsBuilder->codeAppendf("\tfloat insetW = min(1.0, %s.x) - 0.5;\n", fsWidthHeightName); |
fsBuilder->codeAppendf("\tfloat insetH = min(1.0, %s.y) - 0.5;\n", fsWidthHeightName); |