| Index: src/gpu/gl/GrGLShaderBuilder.h | 
| diff --git a/src/gpu/gl/GrGLShaderBuilder.h b/src/gpu/gl/GrGLShaderBuilder.h | 
| index b67846a621e05b5feb9e0cf26d2a1c64e78a42be..e56f459ee4d9f3e0acbeec59817aeec0eefc09a8 100644 | 
| --- a/src/gpu/gl/GrGLShaderBuilder.h | 
| +++ b/src/gpu/gl/GrGLShaderBuilder.h | 
| @@ -33,8 +33,7 @@ public: | 
| class TextureSampler { | 
| public: | 
| TextureSampler() | 
| -            : fConfigComponentMask(0) | 
| -            , fSamplerUniform(GrGLUniformManager::kInvalidUniformHandle) { | 
| +            : fConfigComponentMask(0) { | 
| // we will memcpy the first 4 bytes from passed in swizzle. This ensures the string is | 
| // terminated. | 
| fSwizzle[4] = '\0'; | 
| @@ -44,7 +43,7 @@ public: | 
|  | 
| TextureSampler& operator= (const TextureSampler& other) { | 
| GrAssert(0 == fConfigComponentMask); | 
| -            GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUniform); | 
| +            GrAssert(!fSamplerUniform.isValid()); | 
|  | 
| fConfigComponentMask = other.fConfigComponentMask; | 
| fSamplerUniform = other.fSamplerUniform; | 
| @@ -67,7 +66,7 @@ public: | 
| int idx) { | 
| GrAssert(!this->isInitialized()); | 
| GrAssert(0 != configComponentMask); | 
| -            GrAssert(GrGLUniformManager::kInvalidUniformHandle == fSamplerUniform); | 
| +            GrAssert(!fSamplerUniform.isValid()); | 
|  | 
| GrAssert(NULL != builder); | 
| SkString name; | 
| @@ -75,7 +74,7 @@ public: | 
| fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, | 
| kSampler2D_GrSLType, | 
| name.c_str()); | 
| -            GrAssert(GrGLUniformManager::kInvalidUniformHandle != fSamplerUniform); | 
| +            GrAssert(fSamplerUniform.isValid()); | 
|  | 
| fConfigComponentMask = configComponentMask; | 
| memcpy(fSwizzle, swizzle, 4); | 
| @@ -228,7 +227,9 @@ public: | 
| int arrayCount, | 
| const char** outName = NULL); | 
|  | 
| -    const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle) const; | 
| +    const GrGLShaderVar& getUniformVariable(GrGLUniformManager::UniformHandle u) const { | 
| +        return fUniformManager.getBuilderUniform(fUniforms, u).fVariable; | 
| +    } | 
|  | 
| /** | 
| * Shortcut for getUniformVariable(u).c_str() | 
|  |