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)); |
} |