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authorGravatar egdaniel <egdaniel@google.com>2015-10-21 10:45:48 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2015-10-21 10:45:48 -0700
commit0d3f061262a53b775f0a92b0abf8a4a846290d65 (patch)
treebc17cd4c004d97c5989951bc26e5d4b26925e7b6 /bench/GLVec4ScalarBench.cpp
parent3d9d7a7213748761d46ade183e11aa7cb55313c1 (diff)
Move GrGLShaderVar to GrGLSL
Diffstat (limited to 'bench/GLVec4ScalarBench.cpp')
-rw-r--r--bench/GLVec4ScalarBench.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/bench/GLVec4ScalarBench.cpp b/bench/GLVec4ScalarBench.cpp
index e210499401..ed61ce0fbd 100644
--- a/bench/GLVec4ScalarBench.cpp
+++ b/bench/GLVec4ScalarBench.cpp
@@ -14,9 +14,9 @@
#include "gl/GrGLContext.h"
#include "gl/GrGLGLSL.h"
#include "gl/GrGLInterface.h"
-#include "gl/GrGLShaderVar.h"
#include "gl/GrGLUtil.h"
#include "glsl/GrGLSLCaps.h"
+#include "glsl/GrGLSLShaderVar.h"
#include <stdio.h>
@@ -100,10 +100,10 @@ GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) {
// corner of the screen than the previous circle.
// set up vertex shader; this is a trivial vertex shader that passes through position and color
- GrGLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
- GrGLShaderVar oPosition("o_position", kVec2f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
- GrGLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
- GrGLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
+ GrGLSLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
+ GrGLSLShaderVar oPosition("o_position", kVec2f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
+ GrGLSLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
+ GrGLSLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
SkString vshaderTxt(version);
aPosition.appendDecl(ctx->caps()->glslCaps(), &vshaderTxt);
@@ -130,7 +130,7 @@ GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) {
// coded center and compare that to some hard-coded circle radius to compute a coverage.
// Then, this coverage is mixed with the coverage from the previous stage and passed to the
// next stage.
- GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
+ GrGLSLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
SkString fshaderTxt(version);
GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->fStandard,
&fshaderTxt);