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