Index: src/gpu/gl/builders/GrGLVertexShaderBuilder.h |
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.h b/src/gpu/gl/builders/GrGLVertexShaderBuilder.h |
index 31b4ad4cd92ebf338809e9a6a88d70c57b64d1e2..6e1495a746de37c97ff9ab4570683fd94cd25c87 100644 |
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.h |
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.h |
@@ -10,8 +10,10 @@ |
#include "GrGLShaderBuilder.h" |
-class GrGLVarying; |
+class GrGLProgramBuilder; |
+// TODO we only actually ever need to return a GrGLShaderBuilder for this guy, none of the below |
+// functions need to be part of VertexShaderBuilder's public interface |
class GrGLVertexBuilder : public GrGLShaderBuilder { |
public: |
GrGLVertexBuilder(GrGLProgramBuilder* program); |
@@ -31,11 +33,10 @@ |
*/ |
const GrGLShaderVar& positionAttribute() const { return *fPositionVar; } |
-private: |
/* |
* Internal call for GrGLProgramBuilder.addVarying |
*/ |
- void addVarying(const char* name, GrGLVarying*); |
+ SkString* addVarying(GrSLType type, const char* name, const char** vsOutName); |
/* |
* private helpers for compilation by GrGLProgramBuilder |
@@ -48,6 +49,7 @@ |
void bindVertexAttributes(GrGLuint programID); |
bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const; |
+private: |
// an internal call which checks for uniquness of a var before adding it to the list of inputs |
bool addAttribute(const GrShaderVar& var); |
struct AttributePair { |
@@ -62,8 +64,6 @@ |
GrGLShaderVar* fLocalCoordsVar; |
int fEffectAttribOffset; |
- friend class GrGLProgramBuilder; |
- |
typedef GrGLShaderBuilder INHERITED; |
}; |