| Index: src/gpu/gl/GrGLUniformHandler.cpp
|
| diff --git a/src/gpu/gl/GrGLUniformHandler.cpp b/src/gpu/gl/GrGLUniformHandler.cpp
|
| index c4189267f10a144fb02c50df6ef9c9c94998a985..94da1f177686b535e3a2a1a27262a46ef6a48089 100644
|
| --- a/src/gpu/gl/GrGLUniformHandler.cpp
|
| +++ b/src/gpu/gl/GrGLUniformHandler.cpp
|
| @@ -52,32 +52,10 @@
|
| return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
|
| }
|
|
|
| -GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::internalAddSampler(uint32_t visibility,
|
| - GrPixelConfig config,
|
| - GrSLType type,
|
| - GrSLPrecision precision,
|
| - const char* name) {
|
| - SkASSERT(name && strlen(name));
|
| - SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
|
| - SkASSERT(0 == (~kVisMask & visibility));
|
| - SkASSERT(0 != visibility);
|
| - SkString mangleName;
|
| - char prefix = 'u';
|
| - fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
|
| - fSamplers.emplace_back(visibility, config, type, precision, mangleName.c_str());
|
| - return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
|
| -}
|
| -
|
| void GrGLUniformHandler::appendUniformDecls(GrShaderFlags visibility, SkString* out) const {
|
| for (int i = 0; i < fUniforms.count(); ++i) {
|
| if (fUniforms[i].fVisibility & visibility) {
|
| fUniforms[i].fVariable.appendDecl(fProgramBuilder->glslCaps(), out);
|
| - out->append(";\n");
|
| - }
|
| - }
|
| - for (int i = 0; i < fSamplers.count(); ++i) {
|
| - if (fSamplers[i].visibility() & visibility) {
|
| - fSamplers[i].fShaderVar.appendDecl(fProgramBuilder->glslCaps(), out);
|
| out->append(";\n");
|
| }
|
| }
|
| @@ -90,10 +68,6 @@
|
| GL_CALL(BindUniformLocation(programID, i, fUniforms[i].fVariable.c_str()));
|
| fUniforms[i].fLocation = i;
|
| }
|
| - for (int i = 0; i < fSamplers.count(); ++i) {
|
| - GL_CALL(BindUniformLocation(programID, i, fSamplers[i].fShaderVar.c_str()));
|
| - fSamplers[i].fLocation = i;
|
| - }
|
| }
|
| }
|
|
|
| @@ -105,11 +79,6 @@
|
| GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str()));
|
| fUniforms[i].fLocation = location;
|
| }
|
| - for (int i = 0; i < fSamplers.count(); ++i) {
|
| - GrGLint location;
|
| - GL_CALL_RET(location, GetUniformLocation(programID, fSamplers[i].fShaderVar.c_str()));
|
| - fSamplers[i].fLocation = location;
|
| - }
|
| }
|
| }
|
|
|
|
|