| Index: src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp
|
| diff --git a/src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp b/src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp
|
| index 1c1cb421223b366747058be5cd3775d8cd9e0e67..acb4af10be10e3dcdcc0ec104eae58b0fd8d1f70 100644
|
| --- a/src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp
|
| +++ b/src/gpu/gl/builders/GrGLLegacyNvprProgramBuilder.cpp
|
| @@ -24,17 +24,20 @@
|
| return firstFreeCoordSet;
|
| }
|
|
|
| -void GrGLLegacyNvprProgramBuilder::emitTransforms(const GrFragmentStage& processorStage,
|
| +void GrGLLegacyNvprProgramBuilder::emitTransforms(const GrProcessorStage& processorStage,
|
| GrGLProcessor::TransformedCoordsArray* outCoords,
|
| - GrGLInstalledFragProc* ifp) {
|
| + GrGLInstalledProcessors* installedProcessors) {
|
| int numTransforms = processorStage.getProcessor()->numTransforms();
|
| int texCoordIndex = this->addTexCoordSets(numTransforms);
|
| +
|
| + SkTArray<GrGLInstalledProcessors::Transform, true>& transforms =
|
| + installedProcessors->addTransforms();
|
|
|
| // Use the first uniform location as the texcoord index. This may seem a bit hacky but it
|
| // allows us to use one program effects object for all of our programs which really simplifies
|
| // the code overall
|
| - ifp->fTransforms.push_back_n(1);
|
| - ifp->fTransforms[0].fHandle = GrGLInstalledFragProc::ShaderVarHandle(texCoordIndex);
|
| + transforms.push_back_n(1);
|
| + transforms[0].fHandle = GrGLInstalledProcessors::ShaderVarHandle(texCoordIndex);
|
|
|
| SkString name;
|
| for (int t = 0; t < numTransforms; ++t) {
|
| @@ -48,5 +51,5 @@
|
|
|
| GrGLProgram* GrGLLegacyNvprProgramBuilder::createProgram(GrGLuint programID) {
|
| return SkNEW_ARGS(GrGLLegacyNvprProgram, (fGpu, fDesc, fUniformHandles, programID, fUniforms,
|
| - fFragmentProcessors.get(), fTexCoordSetCnt));
|
| + fColorEffects, fCoverageEffects, fTexCoordSetCnt));
|
| }
|
|
|