| Index: src/gpu/gl/GrGLProcessor.h
|
| diff --git a/src/gpu/gl/GrGLProcessor.h b/src/gpu/gl/GrGLProcessor.h
|
| deleted file mode 100644
|
| index c389ce4bfa84a6db053f1d918431e7f4ce3aaf42..0000000000000000000000000000000000000000
|
| --- a/src/gpu/gl/GrGLProcessor.h
|
| +++ /dev/null
|
| @@ -1,69 +0,0 @@
|
| -/*
|
| - * Copyright 2012 Google Inc.
|
| - *
|
| - * Use of this source code is governed by a BSD-style license that can be
|
| - * found in the LICENSE file.
|
| - */
|
| -
|
| -#ifndef GrGLProcessor_DEFINED
|
| -#define GrGLProcessor_DEFINED
|
| -
|
| -#include "GrProcessor.h"
|
| -#include "GrShaderVar.h"
|
| -#include "GrTextureAccess.h"
|
| -#include "glsl/GrGLSLProgramDataManager.h"
|
| -
|
| -/** @file
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| - This file contains specializations for OpenGL of the shader stages declared in
|
| - include/gpu/GrProcessor.h. Objects of type GrGLProcessor are responsible for emitting the
|
| - GLSL code that implements a GrProcessor and for uploading uniforms at draw time. If they don't
|
| - always emit the same GLSL code, they must have a function:
|
| - static inline void GenKey(const GrProcessor&, const GrGLSLCaps&, GrProcessorKeyBuilder*)
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| - that is used to implement a program cache. When two GrProcessors produce the same key this means
|
| - that their GrGLProcessors would emit the same GLSL code.
|
| -
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| - The GrGLProcessor subclass must also have a constructor of the form:
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| - ProcessorSubclass::ProcessorSubclass(const GrBackendProcessorFactory&, const GrProcessor&)
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| -
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| - These objects are created by the factory object returned by the GrProcessor::getFactory().
|
| -*/
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| -// TODO delete this and make TextureSampler its own thing
|
| -class GrGLProcessor {
|
| -public:
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| - typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
|
| -
|
| - /**
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| - * Passed to GrGLProcessors so they can add transformed coordinates to their shader code.
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| - */
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| - typedef GrShaderVar TransformedCoords;
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| - typedef SkTArray<GrShaderVar> TransformedCoordsArray;
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| -
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| - /**
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| - * Passed to GrGLProcessors so they can add texture reads to their shader code.
|
| - */
|
| - class TextureSampler {
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| - public:
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| - TextureSampler(UniformHandle uniform, const GrTextureAccess& access)
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| - : fSamplerUniform(uniform)
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| - , fConfigComponentMask(GrPixelConfigComponentMask(access.getTexture()->config())) {
|
| - SkASSERT(0 != fConfigComponentMask);
|
| - memcpy(fSwizzle, access.getSwizzle(), 5);
|
| - }
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| -
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| - // bitfield of GrColorComponentFlags present in the texture's config.
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| - uint32_t configComponentMask() const { return fConfigComponentMask; }
|
| - // this is .abcd
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| - const char* swizzle() const { return fSwizzle; }
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| -
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| - private:
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| - UniformHandle fSamplerUniform;
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| - uint32_t fConfigComponentMask;
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| - char fSwizzle[5];
|
| -
|
| - friend class GrGLShaderBuilder;
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| - };
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| -
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| - typedef SkTArray<TextureSampler> TextureSamplerArray;
|
| -};
|
| -
|
| -#endif
|
|
|