| Index: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
|
| diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
|
| index 4877071d77686beefc1d03d05a36ffe9be47a6f1..55ce7d14587b5d9045440fa51e54f7c0b5868aa1 100644
|
| --- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
|
| +++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
|
| @@ -82,14 +82,9 @@ void GrGLVertexShaderBuilder::bindProgramLocations(GrGLuint programId) {
|
| 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.
|
| - 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();
|
| + const GrOptDrawState& optState = fProgramBuilder->optState();
|
| + const GrVertexAttrib* vaPtr = optState.getVertexAttribs();
|
| + const int vaCount = optState.getVertexAttribCount();
|
|
|
| int i = fEffectAttribOffset;
|
| for (int index = 0; index < vaCount; index++) {
|
|
|