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Unified Diff: bench/GLBench.cpp

Issue 2408193002: Revert of Turned on SkSL->GLSL compiler (Closed)
Patch Set: Created 4 years, 2 months ago
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Index: bench/GLBench.cpp
diff --git a/bench/GLBench.cpp b/bench/GLBench.cpp
index b6975508cfe7335b4bc4e5743348b181d80aaf50..8cf41c205665100d173201a0925bd8fe4a154b0a 100644
--- a/bench/GLBench.cpp
+++ b/bench/GLBench.cpp
@@ -11,10 +11,7 @@
#include "GrGpu.h"
#include "GrTest.h"
#include "gl/GrGLContext.h"
-#include "gl/builders/GrGLShaderStringBuilder.h"
-#include "SkSLCompiler.h"
#include <stdio.h>
-#include <string>
const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
@@ -64,26 +61,13 @@
canvas->getGrContext()->resetContext();
}
-GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) {
- const GrGLInterface* gl = context->interface();
- std::string glsl;
- bool result = context->compiler()->toGLSL(type == GR_GL_VERTEX_SHADER
- ? SkSL::Program::kVertex_Kind
- : SkSL::Program::kFragment_Kind,
- std::string(sksl),
- GrGLSkSLCapsForContext(*context),
- &glsl);
- if (!result) {
- SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl,
- context->compiler()->errorText().c_str());
- }
+GrGLuint GLBench::CompileShader(const GrGLInterface* gl, const char* shaderSrc, GrGLenum type) {
GrGLuint shader;
// Create the shader object
GR_GL_CALL_RET(gl, shader, CreateShader(type));
// Load the shader source
- const char* glslPtr = glsl.c_str();
- GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr));
+ GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, nullptr));
// Compile the shader
GR_GL_CALL(gl, CompileShader(shader));
@@ -100,11 +84,10 @@
return shader;
}
-GrGLuint GLBench::CreateProgram(const GrGLContext* context, const char* vshader,
- const char* fshader) {
- const GrGLInterface* gl = context->interface();
- GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER);
- GrGLuint fragmentShader = CompileShader(context, fshader, GR_GL_FRAGMENT_SHADER);
+GrGLuint GLBench::CreateProgram(const GrGLInterface* gl, const char* vshader, const char* fshader) {
+
+ GrGLuint vertexShader = CompileShader(gl, vshader, GR_GL_VERTEX_SHADER);
+ GrGLuint fragmentShader = CompileShader(gl, fshader, GR_GL_FRAGMENT_SHADER);
GrGLuint shaderProgram;
GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
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