| Index: src/gpu/effects/GrDitherEffect.cpp
|
| diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
|
| index e7f90acd8746c713e992f3ea1aa87f6a455f2570..ce8c4716653911dad53a8b91a71f3f9b720782d3 100644
|
| --- a/src/gpu/effects/GrDitherEffect.cpp
|
| +++ b/src/gpu/effects/GrDitherEffect.cpp
|
| @@ -71,7 +71,7 @@ class GLDitherEffect : public GrGLFragmentProcessor {
|
| public:
|
| GLDitherEffect(const GrBackendProcessorFactory&, const GrProcessor&);
|
|
|
| - virtual void emitCode(GrGLProgramBuilder* builder,
|
| + virtual void emitCode(GrGLFPBuilder* builder,
|
| const GrFragmentProcessor& fp,
|
| const GrProcessorKey& key,
|
| const char* outputColor,
|
| @@ -88,14 +88,14 @@ GLDitherEffect::GLDitherEffect(const GrBackendProcessorFactory& factory,
|
| : INHERITED (factory) {
|
| }
|
|
|
| -void GLDitherEffect::emitCode(GrGLProgramBuilder* builder,
|
| +void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
|
| const GrFragmentProcessor& fp,
|
| const GrProcessorKey& key,
|
| const char* outputColor,
|
| const char* inputColor,
|
| const TransformedCoordsArray&,
|
| const TextureSamplerArray& samplers) {
|
| - GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
|
| + GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
|
| // Generate a random number based on the fragment position. For this
|
| // random number generator, we use the "GLSL rand" function
|
| // that seems to be floating around on the internet. It works under
|
|
|