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Unified Diff: src/gpu/glsl/GrGLSLShaderBuilder.h

Issue 1782583002: Add support for vertex and geometry shader textures (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: better rebase Created 4 years, 9 months ago
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Index: src/gpu/glsl/GrGLSLShaderBuilder.h
diff --git a/src/gpu/glsl/GrGLSLShaderBuilder.h b/src/gpu/glsl/GrGLSLShaderBuilder.h
index 7bfc610bdea589b8f307fcb42870001e2568b954..c408c8ae8446521fdd878385cf5fa8927fce16bb 100644
--- a/src/gpu/glsl/GrGLSLShaderBuilder.h
+++ b/src/gpu/glsl/GrGLSLShaderBuilder.h
@@ -25,16 +25,6 @@ public:
GrGLSLShaderBuilder(GrGLSLProgramBuilder* program);
virtual ~GrGLSLShaderBuilder() {}
- /*
- * We put texture lookups in the base class because it is TECHNICALLY possible to do texture
- * lookups in any kind of shader. However, for the time being using these calls on non-fragment
- * shaders will result in a shader compilation error as texture sampler uniforms are only
- * visible to the fragment shader. It would not be hard to change this behavior, if someone
- * actually wants to do texture lookups in a non-fragment shader
- *
- * TODO if append texture lookup is used on a non-fragment shader, sampler uniforms should be
- * made visible to that shaders
- */
/** 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
order of the result depends on the GrTextureAccess associated with the GrGLSLTextureSampler.
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