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