#include "SkDistanceFieldGen.h"
-#include "gl/GrGLFragmentProcessor.h"
-#include "gl/GrGLTexture.h"
#include "gl/GrGLGeometryProcessor.h"
+#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLProgramBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "glsl/GrGLSLVertexShaderBuilder.h"
+#include "glsl/GrGLSLUtil.h"
// Assuming a radius of a little less than the diagonal of the fragment
#define SK_DistanceFieldAAFactor "0.65"
if (!dfa8gp.viewMatrix().isIdentity() && !fViewMatrix.cheapEqualTo(dfa8gp.viewMatrix())) {
fViewMatrix = dfa8gp.viewMatrix();
float viewMatrix[3 * 3];
- GrGLGetMatrix<3>(viewMatrix, fViewMatrix);
+ GrGLSLGetMatrix<3>(viewMatrix, fViewMatrix);
pdman.setMatrix3f(fViewMatrixUniform, viewMatrix);
}
if (!dfpgp.viewMatrix().isIdentity() && !fViewMatrix.cheapEqualTo(dfpgp.viewMatrix())) {
fViewMatrix = dfpgp.viewMatrix();
float viewMatrix[3 * 3];
- GrGLGetMatrix<3>(viewMatrix, fViewMatrix);
+ GrGLSLGetMatrix<3>(viewMatrix, fViewMatrix);
pdman.setMatrix3f(fViewMatrixUniform, viewMatrix);
}
if (!dflcd.viewMatrix().isIdentity() && !fViewMatrix.cheapEqualTo(dflcd.viewMatrix())) {
fViewMatrix = dflcd.viewMatrix();
float viewMatrix[3 * 3];
- GrGLGetMatrix<3>(viewMatrix, fViewMatrix);
+ GrGLSLGetMatrix<3>(viewMatrix, fViewMatrix);
pdman.setMatrix3f(fViewMatrixUniform, viewMatrix);
}