Index: src/gpu/glsl/GrGLSLFragmentShaderBuilder.h |
diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h |
index 6845376261aee8e22e16fdf565ce003e04bc4d21..614b04f54b20a3467e4fb7e8d85afed3cb6ab623 100644 |
--- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h |
+++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h |
@@ -96,10 +96,6 @@ |
*/ |
virtual void maskSampleCoverage(const char* mask, bool invert = false) = 0; |
- /** Returns a variable name that represents a vector to the nearest edge of the shape, in source |
- space coordinates. */ |
- virtual const char* distanceVectorName() const = 0; |
- |
/** |
* Fragment procs with child procs should call these functions before/after calling emitCode |
* on a child proc. |
@@ -170,7 +166,6 @@ |
virtual SkString ensureFSCoords2D(const GrGLSLTransformedCoordsArray& coords, |
int index) override; |
const char* fragmentPosition() override; |
- const char* distanceVectorName() const override; |
// GrGLSLFPFragmentBuilder interface. |
void appendOffsetToSample(const char* sampleIdx, Coordinates) override; |
@@ -240,7 +235,6 @@ |
bool fHasSecondaryOutput; |
uint8_t fUsedSampleOffsetArrays; |
bool fHasInitializedSampleMask; |
- SkString fDistanceVectorOutput; |
#ifdef SK_DEBUG |
// some state to verify shaders and effects are consistent, this is reset between effects by |