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

Issue 1896013003: Revert of Refactor how we store and use samplers in Ganesh (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 4 years, 8 months ago
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Index: src/gpu/glsl/GrGLSLUniformHandler.h
diff --git a/src/gpu/glsl/GrGLSLUniformHandler.h b/src/gpu/glsl/GrGLSLUniformHandler.h
index 56cac4a49fe26e004bf8cda9384469dfb4f6c0ce..a2f70532adc2948de8641b18b632a727a026e844 100644
--- a/src/gpu/glsl/GrGLSLUniformHandler.h
+++ b/src/gpu/glsl/GrGLSLUniformHandler.h
@@ -12,14 +12,12 @@
#include "GrGLSLShaderVar.h"
class GrGLSLProgramBuilder;
-class GrGLSLSampler;
class GrGLSLUniformHandler {
public:
virtual ~GrGLSLUniformHandler() {}
typedef GrGLSLProgramDataManager::UniformHandle UniformHandle;
- typedef GrGLSLProgramDataManager::UniformHandle SamplerHandle;
/** Add a uniform variable to the current program, that has visibility in one or more shaders.
visibility is a bitfield of GrShaderFlag values indicating from which shaders the uniform
@@ -32,7 +30,6 @@
GrSLPrecision precision,
const char* name,
const char** outName = nullptr) {
- SkASSERT(!GrSLTypeIsSamplerType(type));
return this->addUniformArray(visibility, type, precision, name, 0, outName);
}
@@ -42,7 +39,6 @@
const char* name,
int arrayCount,
const char** outName = nullptr) {
- SkASSERT(!GrSLTypeIsSamplerType(type));
return this->internalAddUniformArray(visibility, type, precision, name, true, arrayCount,
outName);
}
@@ -53,7 +49,6 @@
* Shortcut for getUniformVariable(u).c_str()
*/
virtual const char* getUniformCStr(UniformHandle u) const = 0;
-
protected:
explicit GrGLSLUniformHandler(GrGLSLProgramBuilder* program) : fProgramBuilder(program) {}
@@ -61,23 +56,6 @@
GrGLSLProgramBuilder* fProgramBuilder;
private:
- virtual int numSamplers() const = 0;
- virtual const GrGLSLSampler& getSampler(SamplerHandle handle) const = 0;
-
- SamplerHandle addSampler(uint32_t visibility,
- GrPixelConfig config,
- GrSLType type,
- GrSLPrecision precision,
- const char* name) {
- return this->internalAddSampler(visibility, config, type, precision, name);
- }
-
- virtual SamplerHandle internalAddSampler(uint32_t visibility,
- GrPixelConfig config,
- GrSLType type,
- GrSLPrecision precision,
- const char* name) = 0;
-
virtual UniformHandle internalAddUniformArray(uint32_t visibility,
GrSLType type,
GrSLPrecision precision,
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