Index: src/gpu/gl/GrGLEffect.cpp |
diff --git a/src/gpu/gl/GrGLEffect.cpp b/src/gpu/gl/GrGLEffect.cpp |
deleted file mode 100644 |
index af351a47fe41f435ab5c9b57483dd5ad5ecaee6e..0000000000000000000000000000000000000000 |
--- a/src/gpu/gl/GrGLEffect.cpp |
+++ /dev/null |
@@ -1,63 +0,0 @@ |
-/* |
- * Copyright 2012 Google Inc. |
- * |
- * Use of this source code is governed by a BSD-style license that can be |
- * found in the LICENSE file. |
- */ |
- |
-#include "GrGLSL.h" |
-#include "GrGLEffect.h" |
-#include "GrCoordTransform.h" |
-#include "GrDrawEffect.h" |
- |
-GrGLEffect::GrGLEffect(const GrBackendEffectFactory& factory) |
- : fFactory(factory) { |
-} |
- |
-GrGLEffect::~GrGLEffect() { |
-} |
- |
-/////////////////////////////////////////////////////////////////////////////// |
- |
-void GrGLEffect::setData(const GrGLUniformManager&, const GrDrawEffect&) { |
-} |
- |
-GrGLEffect::EffectKey GrGLEffect::GenTextureKey(const GrDrawEffect& drawEffect, |
- const GrGLCaps& caps) { |
- EffectKey key = 0; |
- int numTextures = (*drawEffect.effect())->numTextures(); |
- for (int index = 0; index < numTextures; ++index) { |
- const GrTextureAccess& access = (*drawEffect.effect())->textureAccess(index); |
- EffectKey value = GrGLShaderBuilder::KeyForTextureAccess(access, caps) << index; |
- SkASSERT(0 == (value & key)); // keys for each access ought not to overlap |
- key |= value; |
- } |
- return key; |
-} |
- |
-GrGLEffect::EffectKey GrGLEffect::GenTransformKey(const GrDrawEffect& drawEffect) { |
- EffectKey key = 0; |
- int numTransforms = (*drawEffect.effect())->numTransforms(); |
- for (int index = 0; index < numTransforms; ++index) { |
- EffectKey value = GrGLCoordTransform::GenKey(drawEffect, index); |
- value <<= index * GrGLCoordTransform::kKeyBits; |
- SkASSERT(0 == (value & key)); // keys for each transform ought not to overlap |
- key |= value; |
- } |
- return key; |
-} |
- |
-GrGLEffect::EffectKey GrGLEffect::GenAttribKey(const GrDrawEffect& drawEffect) { |
- EffectKey key = 0; |
- |
- int numAttributes = drawEffect.getVertexAttribIndexCount(); |
- SkASSERT(numAttributes <= 2); |
- const int* attributeIndices = drawEffect.getVertexAttribIndices(); |
- for (int index = 0; index < numAttributes; ++index) { |
- EffectKey value = attributeIndices[index] << 3*index; |
- SkASSERT(0 == (value & key)); // keys for each attribute ought not to overlap |
- key |= value; |
- } |
- |
- return key; |
-} |