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authorGravatar commit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2013-08-30 19:43:59 +0000
committerGravatar commit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2013-08-30 19:43:59 +0000
commit74a3a2135ca82ab9324b7e499caa3280348a4fda (patch)
tree8425e08e70f47a8c602a8503fd7fa582e69c95b3 /src/gpu/gl
parent3628ad9f1357e1f185f02d0676dda0acd3de5d05 (diff)
Rename ShaderType enum to ShaderVisibility
Renames ShaderType in GrGLShaderBuilder to ShaderVisibility. It is now used solely as a bitfield. Methods that previously accepted a single ShaderType value are split into separate calls: - getShader -> vsGetShader, gsGetShader, fsGetShader - emiitFunction -> fsEmitFunction - appendTextureLookup -> fsAppendTextureLookup No change in functionality. This is a refactoring to allow us to separate the vertex/geometry and fragment parts of GrGLShaderBuilder. R=bsalomon@google.com Author: cdalton@nvidia.com Review URL: https://chromiumcodereview.appspot.com/23826002 git-svn-id: http://skia.googlecode.com/svn/trunk@11044 2bbb7eff-a529-9590-31e7-b0007b416f81
Diffstat (limited to 'src/gpu/gl')
-rw-r--r--src/gpu/gl/GrGLEffectMatrix.cpp2
-rw-r--r--src/gpu/gl/GrGLProgram.cpp14
-rw-r--r--src/gpu/gl/GrGLShaderBuilder.cpp164
-rw-r--r--src/gpu/gl/GrGLShaderBuilder.h76
-rw-r--r--src/gpu/gl/GrGLUniformManager.cpp4
5 files changed, 105 insertions, 155 deletions
diff --git a/src/gpu/gl/GrGLEffectMatrix.cpp b/src/gpu/gl/GrGLEffectMatrix.cpp
index 58fcfeaa4a..19f99c0673 100644
--- a/src/gpu/gl/GrGLEffectMatrix.cpp
+++ b/src/gpu/gl/GrGLEffectMatrix.cpp
@@ -81,7 +81,7 @@ GrSLType GrGLEffectMatrix::emitCode(GrGLShaderBuilder* builder,
uniName = suffixedUniName.c_str();
}
if (kVoid_GrSLType != fUniType) {
- fUni = builder->addUniform(GrGLShaderBuilder::kVertex_ShaderType,
+ fUni = builder->addUniform(GrGLShaderBuilder::kVertex_Visibility,
fUniType,
uniName,
&uniName);
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index cae44bfd0c..a1c4fd5d76 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -231,7 +231,7 @@ GrSLConstantVec GrGLProgram::genInputColor(GrGLShaderBuilder* builder, SkString*
}
case GrGLProgramDesc::kUniform_ColorInput: {
const char* name;
- fUniformHandles.fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fUniformHandles.fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "Color", &name);
*inColor = name;
return kNone_GrSLConstantVec;
@@ -261,7 +261,7 @@ GrSLConstantVec GrGLProgram::genInputCoverage(GrGLShaderBuilder* builder, SkStri
case GrGLProgramDesc::kUniform_ColorInput: {
const char* name;
fUniformHandles.fCoverageUni =
- builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "Coverage", &name);
*inCoverage = name;
return kNone_GrSLConstantVec;
@@ -399,7 +399,7 @@ bool GrGLProgram::compileShaders(const GrGLShaderBuilder& builder) {
SkString shader;
- builder.getShader(GrGLShaderBuilder::kVertex_ShaderType, &shader);
+ builder.vsGetShader(&shader);
if (c_PrintShaders) {
GrPrintf(shader.c_str());
GrPrintf("\n");
@@ -412,7 +412,7 @@ bool GrGLProgram::compileShaders(const GrGLShaderBuilder& builder) {
fGShaderID = 0;
#if GR_GL_EXPERIMENTAL_GS
if (fDesc.getHeader().fExperimentalGS) {
- builder.getShader(GrGLShaderBuilder::kGeometry_ShaderType, &shader);
+ builder.gsGetShader(&shader);
if (c_PrintShaders) {
GrPrintf(shader.c_str());
GrPrintf("\n");
@@ -423,7 +423,7 @@ bool GrGLProgram::compileShaders(const GrGLShaderBuilder& builder) {
}
#endif
- builder.getShader(GrGLShaderBuilder::kFragment_ShaderType, &shader);
+ builder.fsGetShader(&shader);
if (c_PrintShaders) {
GrPrintf(shader.c_str());
GrPrintf("\n");
@@ -456,7 +456,7 @@ bool GrGLProgram::genProgram(const GrEffectStage* colorStages[],
}
const char* viewMName;
- fUniformHandles.fViewMatrixUni = builder.addUniform(GrGLShaderBuilder::kVertex_ShaderType,
+ fUniformHandles.fViewMatrixUni = builder.addUniform(GrGLShaderBuilder::kVertex_Visibility,
kMat33f_GrSLType, "ViewM", &viewMName);
@@ -514,7 +514,7 @@ bool GrGLProgram::genProgram(const GrEffectStage* colorStages[],
// Insert the color filter. This will soon be replaced by a color effect.
if (SkXfermode::kDst_Mode != header.fColorFilterXfermode) {
const char* colorFilterColorUniName = NULL;
- fUniformHandles.fColorFilterUni = builder.addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fUniformHandles.fColorFilterUni = builder.addUniform(GrGLShaderBuilder::kFragment_Visibility,
kVec4f_GrSLType, "FilterColor",
&colorFilterColorUniName);
diff --git a/src/gpu/gl/GrGLShaderBuilder.cpp b/src/gpu/gl/GrGLShaderBuilder.cpp
index 9ac4645ee0..2554142583 100644
--- a/src/gpu/gl/GrGLShaderBuilder.cpp
+++ b/src/gpu/gl/GrGLShaderBuilder.cpp
@@ -138,11 +138,11 @@ GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctxInfo,
}
fDstCopySampler.init(this, configMask, "rgba", 0);
- fDstCopyTopLeftUniform = this->addUniform(kFragment_ShaderType,
+ fDstCopyTopLeftUniform = this->addUniform(kFragment_Visibility,
kVec2f_GrSLType,
"DstCopyUpperLeft",
&dstCopyTopLeftName);
- fDstCopyScaleUniform = this->addUniform(kFragment_ShaderType,
+ fDstCopyScaleUniform = this->addUniform(kFragment_Visibility,
kVec2f_GrSLType,
"DstCopyCoordScale",
&dstCopyCoordScaleName);
@@ -154,7 +154,7 @@ GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctxInfo,
this->fsCodeAppend("\t_dstTexCoord.y = 1.0 - _dstTexCoord.y;\n");
}
this->fsCodeAppendf("\tvec4 %s = ", kDstCopyColorName);
- this->appendTextureLookup(kFragment_ShaderType, fDstCopySampler, "_dstTexCoord");
+ this->fsAppendTextureLookup(fDstCopySampler, "_dstTexCoord");
this->fsCodeAppend(";\n\n");
}
}
@@ -253,42 +253,6 @@ const char* GrGLShaderBuilder::dstColor() {
}
}
-void GrGLShaderBuilder::codeAppendf(ShaderType type, const char format[], va_list args) {
- SkString* string = NULL;
- switch (type) {
- case kVertex_ShaderType:
- string = &fVSCode;
- break;
- case kGeometry_ShaderType:
- string = &fGSCode;
- break;
- case kFragment_ShaderType:
- string = &fFSCode;
- break;
- default:
- GrCrash("Invalid shader type");
- }
- string->appendf(format, args);
-}
-
-void GrGLShaderBuilder::codeAppend(ShaderType type, const char* str) {
- SkString* string = NULL;
- switch (type) {
- case kVertex_ShaderType:
- string = &fVSCode;
- break;
- case kGeometry_ShaderType:
- string = &fGSCode;
- break;
- case kFragment_ShaderType:
- string = &fFSCode;
- break;
- default:
- GrCrash("Invalid shader type");
- }
- string->append(str);
-}
-
void GrGLShaderBuilder::appendTextureLookup(SkString* out,
const GrGLShaderBuilder::TextureSampler& sampler,
const char* coordName,
@@ -302,21 +266,17 @@ void GrGLShaderBuilder::appendTextureLookup(SkString* out,
append_swizzle(out, sampler, *fCtxInfo.caps());
}
-void GrGLShaderBuilder::appendTextureLookup(ShaderType type,
- const GrGLShaderBuilder::TextureSampler& sampler,
- const char* coordName,
- GrSLType varyingType) {
- SkASSERT(kFragment_ShaderType == type);
+void GrGLShaderBuilder::fsAppendTextureLookup(const GrGLShaderBuilder::TextureSampler& sampler,
+ const char* coordName,
+ GrSLType varyingType) {
this->appendTextureLookup(&fFSCode, sampler, coordName, varyingType);
}
-void GrGLShaderBuilder::appendTextureLookupAndModulate(
- ShaderType type,
+void GrGLShaderBuilder::fsAppendTextureLookupAndModulate(
const char* modulation,
const GrGLShaderBuilder::TextureSampler& sampler,
const char* coordName,
GrSLType varyingType) {
- SkASSERT(kFragment_ShaderType == type);
SkString lookup;
this->appendTextureLookup(&lookup, sampler, coordName, varyingType);
GrGLSLModulatef<4>(&fFSCode, modulation, lookup.c_str());
@@ -383,7 +343,7 @@ GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t vi
int count,
const char** outName) {
SkASSERT(name && strlen(name));
- SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_ShaderType | kFragment_ShaderType);
+ SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_Visibility | kFragment_Visibility);
SkASSERT(0 == (~kVisibilityMask & visibility));
SkASSERT(0 != visibility);
@@ -403,7 +363,7 @@ GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t vi
// If it is visible in both the VS and FS, the precision must match.
// We declare a default FS precision, but not a default VS. So set the var
// to use the default FS precision.
- if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
+ if ((kVertex_Visibility | kFragment_Visibility) == visibility) {
// the fragment and vertex precisions must match
uni.fVariable.setPrecision(kDefaultFragmentPrecision);
}
@@ -508,7 +468,7 @@ const char* GrGLShaderBuilder::fragmentPosition() {
SkASSERT(!fRTHeightUniform.isValid());
const char* rtHeightName;
- fRTHeightUniform = this->addUniform(kFragment_ShaderType,
+ fRTHeightUniform = this->addUniform(kFragment_Visibility,
kFloat_GrSLType,
"RTHeight",
&rtHeightName);
@@ -523,14 +483,12 @@ const char* GrGLShaderBuilder::fragmentPosition() {
}
-void GrGLShaderBuilder::emitFunction(ShaderType shader,
- GrSLType returnType,
- const char* name,
- int argCnt,
- const GrGLShaderVar* args,
- const char* body,
- SkString* outName) {
- SkASSERT(kFragment_ShaderType == shader);
+void GrGLShaderBuilder::fsEmitFunction(GrSLType returnType,
+ const char* name,
+ int argCnt,
+ const GrGLShaderVar* args,
+ const char* body,
+ SkString* outName) {
fFSFunctions.append(GrGLSLTypeString(returnType));
this->nameVariable(outName, '\0', name);
fFSFunctions.appendf(" %s", outName->c_str());
@@ -579,59 +537,57 @@ void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
}
}
-void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
+void GrGLShaderBuilder::appendUniformDecls(ShaderVisibility visibility,
+ SkString* out) const {
for (int i = 0; i < fUniforms.count(); ++i) {
- if (fUniforms[i].fVisibility & stype) {
+ if (fUniforms[i].fVisibility & visibility) {
fUniforms[i].fVariable.appendDecl(fCtxInfo, out);
out->append(";\n");
}
}
}
-void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
- const char* version = GrGetGLSLVersionDecl(fCtxInfo);
-
- switch (type) {
- case kVertex_ShaderType:
- *shaderStr = version;
- this->appendUniformDecls(kVertex_ShaderType, shaderStr);
- this->appendDecls(fVSAttrs, shaderStr);
- this->appendDecls(fVSOutputs, shaderStr);
- shaderStr->append("void main() {\n");
- shaderStr->append(fVSCode);
- shaderStr->append("}\n");
- break;
- case kGeometry_ShaderType:
- if (fUsesGS) {
- *shaderStr = version;
- shaderStr->append(fGSHeader);
- this->appendDecls(fGSInputs, shaderStr);
- this->appendDecls(fGSOutputs, shaderStr);
- shaderStr->append("void main() {\n");
- shaderStr->append(fGSCode);
- shaderStr->append("}\n");
- } else {
- shaderStr->reset();
- }
- break;
- case kFragment_ShaderType:
- *shaderStr = version;
- shaderStr->append(fFSExtensions);
- append_default_precision_qualifier(kDefaultFragmentPrecision,
- fCtxInfo.binding(),
- shaderStr);
- this->appendUniformDecls(kFragment_ShaderType, shaderStr);
- this->appendDecls(fFSInputs, shaderStr);
- // We shouldn't have declared outputs on 1.10
- SkASSERT(k110_GrGLSLGeneration != fCtxInfo.glslGeneration() || fFSOutputs.empty());
- this->appendDecls(fFSOutputs, shaderStr);
- shaderStr->append(fFSFunctions);
- shaderStr->append("void main() {\n");
- shaderStr->append(fFSCode);
- shaderStr->append("}\n");
- break;
- }
- }
+void GrGLShaderBuilder::vsGetShader(SkString* shaderStr) const {
+ *shaderStr = GrGetGLSLVersionDecl(fCtxInfo);
+ this->appendUniformDecls(kVertex_Visibility, shaderStr);
+ this->appendDecls(fVSAttrs, shaderStr);
+ this->appendDecls(fVSOutputs, shaderStr);
+ shaderStr->append("void main() {\n");
+ shaderStr->append(fVSCode);
+ shaderStr->append("}\n");
+}
+
+void GrGLShaderBuilder::gsGetShader(SkString* shaderStr) const {
+ if (!fUsesGS) {
+ shaderStr->reset();
+ return;
+ }
+
+ *shaderStr = GrGetGLSLVersionDecl(fCtxInfo);
+ shaderStr->append(fGSHeader);
+ this->appendDecls(fGSInputs, shaderStr);
+ this->appendDecls(fGSOutputs, shaderStr);
+ shaderStr->append("void main() {\n");
+ shaderStr->append(fGSCode);
+ shaderStr->append("}\n");
+}
+
+void GrGLShaderBuilder::fsGetShader(SkString* shaderStr) const {
+ *shaderStr = GrGetGLSLVersionDecl(fCtxInfo);
+ shaderStr->append(fFSExtensions);
+ append_default_precision_qualifier(kDefaultFragmentPrecision,
+ fCtxInfo.binding(),
+ shaderStr);
+ this->appendUniformDecls(kFragment_Visibility, shaderStr);
+ this->appendDecls(fFSInputs, shaderStr);
+ // We shouldn't have declared outputs on 1.10
+ SkASSERT(k110_GrGLSLGeneration != fCtxInfo.glslGeneration() || fFSOutputs.empty());
+ this->appendDecls(fFSOutputs, shaderStr);
+ shaderStr->append(fFSFunctions);
+ shaderStr->append("void main() {\n");
+ shaderStr->append(fFSCode);
+ shaderStr->append("}\n");
+}
void GrGLShaderBuilder::finished(GrGLuint programID) {
fUniformManager.getUniformLocations(programID, fUniforms);
diff --git a/src/gpu/gl/GrGLShaderBuilder.h b/src/gpu/gl/GrGLShaderBuilder.h
index a4fd82689d..ad0d87ef31 100644
--- a/src/gpu/gl/GrGLShaderBuilder.h
+++ b/src/gpu/gl/GrGLShaderBuilder.h
@@ -71,7 +71,7 @@ public:
SkASSERT(NULL != builder);
SkString name;
name.printf("Sampler%d", idx);
- fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
+ fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
kSampler2D_GrSLType,
name.c_str());
SkASSERT(fSamplerUniform.isValid());
@@ -97,10 +97,10 @@ public:
typedef SkTArray<TextureSampler> TextureSamplerArray;
- enum ShaderType {
- kVertex_ShaderType = 0x1,
- kGeometry_ShaderType = 0x2,
- kFragment_ShaderType = 0x4,
+ enum ShaderVisibility {
+ kVertex_Visibility = 0x1,
+ kGeometry_Visibility = 0x2,
+ kFragment_Visibility = 0x4,
};
GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&, const GrGLProgramDesc&);
@@ -127,27 +127,27 @@ public:
void vsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
- this->codeAppendf(kVertex_ShaderType, format, args);
+ fVSCode.appendf(format, args);
va_end(args);
}
void gsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
- this->codeAppendf(kGeometry_ShaderType, format, args);
+ fGSCode.appendf(format, args);
va_end(args);
}
void fsCodeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
- this->codeAppendf(kFragment_ShaderType, format, args);
+ fFSCode.appendf(format, args);
va_end(args);
}
- void vsCodeAppend(const char* str) { this->codeAppend(kVertex_ShaderType, str); }
- void gsCodeAppend(const char* str) { this->codeAppend(kGeometry_ShaderType, str); }
- void fsCodeAppend(const char* str) { this->codeAppend(kFragment_ShaderType, str); }
+ void vsCodeAppend(const char* str) { fVSCode.append(str); }
+ void gsCodeAppend(const char* str) { fGSCode.append(str); }
+ void fsCodeAppend(const char* str) { fFSCode.append(str); }
/** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
@@ -157,33 +157,28 @@ public:
const char* coordName,
GrSLType coordType = kVec2f_GrSLType) const;
- /** Version of above that appends the result to the shader code rather than an SkString.
- Currently the shader type must be kFragment */
- void appendTextureLookup(ShaderType,
- const TextureSampler&,
- const char* coordName,
- GrSLType coordType = kVec2f_GrSLType);
+ /** Version of above that appends the result to the fragment shader code instead.*/
+ void fsAppendTextureLookup(const TextureSampler&,
+ const char* coordName,
+ GrSLType coordType = kVec2f_GrSLType);
/** Does the work of appendTextureLookup and modulates the result by modulation. The result is
always a vec4. modulation and the swizzle specified by TextureSampler must both be vec4 or
float. If modulation is "" or NULL it this function acts as though appendTextureLookup were
called. */
- void appendTextureLookupAndModulate(ShaderType,
- const char* modulation,
- const TextureSampler&,
- const char* coordName,
- GrSLType coordType = kVec2f_GrSLType);
-
- /** Emits a helper function outside of main(). Currently ShaderType must be
- kFragment_ShaderType. */
- void emitFunction(ShaderType shader,
- GrSLType returnType,
- const char* name,
- int argCnt,
- const GrGLShaderVar* args,
- const char* body,
- SkString* outName);
+ void fsAppendTextureLookupAndModulate(const char* modulation,
+ const TextureSampler&,
+ const char* coordName,
+ GrSLType coordType = kVec2f_GrSLType);
+
+ /** Emits a helper function outside of main() in the fragment shader. */
+ void fsEmitFunction(GrSLType returnType,
+ const char* name,
+ int argCnt,
+ const GrGLShaderVar* args,
+ const char* body,
+ SkString* outName);
/** Generates a EffectKey for the shader code based on the texture access parameters and the
capabilities of the GL context. This is useful for keying the shader programs that may
@@ -209,8 +204,8 @@ public:
static const GrGLenum* GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps);
/** Add a uniform variable to the current program, that has visibility in one or more shaders.
- visibility is a bitfield of ShaderType values indicating from which shaders the uniform
- should be accessible. At least one bit must be set. Geometry shader uniforms are not
+ visibility is a bitfield of ShaderVisibility values indicating from which shaders the
+ uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
supported at this time. The actual uniform name will be mangled. If outName is not NULL then
it will refer to the final uniform name after return. Use the addUniformArray variant to add
an array of uniforms.
@@ -280,7 +275,9 @@ public:
*/
/** Called after building is complete to get the final shader string. */
- void getShader(ShaderType, SkString*) const;
+ void vsGetShader(SkString*) const;
+ void gsGetShader(SkString*) const;
+ void fsGetShader(SkString*) const;
/**
* Adds code for effects. effectStages contains the effects to add. effectKeys[i] is the key
@@ -330,13 +327,10 @@ public:
const GrGLContextInfo& ctxInfo() const { return fCtxInfo; }
private:
- void codeAppendf(ShaderType type, const char format[], va_list args);
- void codeAppend(ShaderType type, const char* str);
-
typedef GrTAllocator<GrGLShaderVar> VarArray;
void appendDecls(const VarArray&, SkString*) const;
- void appendUniformDecls(ShaderType, SkString*) const;
+ void appendUniformDecls(ShaderVisibility, SkString*) const;
typedef GrGLUniformManager::BuilderUniform BuilderUniform;
GrGLUniformManager::BuilderUniformArray fUniforms;
@@ -414,8 +408,8 @@ private:
};
bool enablePrivateFeature(GLSLPrivateFeature);
- // If we ever have VS/GS features we can expand this to take a bitmask of ShaderType and track
- // the enables separately for each shader.
+ // If we ever have VS/GS features we can expand this to take a bitmask of ShaderVisibility and
+ // track the enables separately for each shader.
void addFSFeature(uint32_t featureBit, const char* extensionName);
// Generates a name for a variable. The generated string will be name prefixed by the prefix
diff --git a/src/gpu/gl/GrGLUniformManager.cpp b/src/gpu/gl/GrGLUniformManager.cpp
index 55390d5c61..79895f1e2e 100644
--- a/src/gpu/gl/GrGLUniformManager.cpp
+++ b/src/gpu/gl/GrGLUniformManager.cpp
@@ -259,10 +259,10 @@ void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUn
// TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
GR_GL_CALL_RET(fContext.interface(), location,
GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
- if (GrGLShaderBuilder::kVertex_ShaderType & uniforms[i].fVisibility) {
+ if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) {
fUniforms[i].fVSLocation = location;
}
- if (GrGLShaderBuilder::kFragment_ShaderType & uniforms[i].fVisibility) {
+ if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) {
fUniforms[i].fFSLocation = location;
}
}