| Index: cc/output/shader.cc
|
| diff --git a/cc/output/shader.cc b/cc/output/shader.cc
|
| index 2b21d24a2e708fbd0ab1384d1e2d33b25d097a1c..8356336947cf34249aa7277496f104274e8eb797 100644
|
| --- a/cc/output/shader.cc
|
| +++ b/cc/output/shader.cc
|
| @@ -144,9 +144,6 @@ static std::string SetFragmentSamplerType(SamplerType requested_type,
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|
|
| } // namespace
|
|
|
| -ShaderLocations::ShaderLocations() {
|
| -}
|
| -
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| TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
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| int* highp_threshold_cache,
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| int highp_threshold_min,
|
| @@ -240,14 +237,6 @@ void VertexShaderBase::Init(GLES2Interface* context,
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| quad_location_ = locations[index++];
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| }
|
|
|
| -void VertexShaderBase::FillLocations(ShaderLocations* locations) const {
|
| - locations->quad = quad_location();
|
| - locations->edge = edge_location();
|
| - locations->viewport = viewport_location();
|
| - locations->matrix = matrix_location();
|
| - locations->vertex_tex_transform = vertex_tex_transform_location();
|
| -}
|
| -
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| std::string VertexShaderBase::GetShaderString() const {
|
| // We unconditionally use highp in the vertex shader since
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| // we are unlikely to be vertex shader bound when drawing large quads.
|
| @@ -476,33 +465,6 @@ void FragmentShaderBase::Init(GLES2Interface* context,
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| DCHECK_EQ(index, locations.size());
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| }
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|
|
| -void FragmentShaderBase::FillLocations(ShaderLocations* locations) const {
|
| - if (has_blend_mode()) {
|
| - locations->backdrop = backdrop_location_;
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| - locations->backdrop_rect = backdrop_rect_location_;
|
| - }
|
| - if (mask_for_background_)
|
| - locations->original_backdrop = original_backdrop_location_;
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| - if (mask_mode_ != NO_MASK) {
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| - locations->mask_sampler = mask_sampler_location_;
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| - locations->mask_tex_coord_scale = mask_tex_coord_scale_location_;
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| - locations->mask_tex_coord_offset = mask_tex_coord_offset_location_;
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| - }
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| - if (has_color_matrix_) {
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| - locations->color_matrix = color_matrix_location_;
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| - locations->color_offset = color_offset_location_;
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| - }
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| - if (has_uniform_alpha_)
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| - locations->alpha = alpha_location_;
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| - switch (input_color_type_) {
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| - case INPUT_COLOR_SOURCE_RGBA_TEXTURE:
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| - locations->sampler = sampler_location_;
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| - break;
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| - case INPUT_COLOR_SOURCE_UNIFORM:
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| - break;
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| - }
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| -}
|
| -
|
| std::string FragmentShaderBase::SetBlendModeFunctions(
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| const std::string& shader_string) const {
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| if (shader_string.find("ApplyBlendMode") == std::string::npos)
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|
|