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Unified Diff: cc/output/shader.cc

Issue 2622243003: The great shader refactor: Clean up GLRenderer (Closed)
Patch Set: Rebase Created 3 years, 11 months ago
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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,
} // namespace
-ShaderLocations::ShaderLocations() {
-}
-
TexCoordPrecision TexCoordPrecisionRequired(GLES2Interface* context,
int* highp_threshold_cache,
int highp_threshold_min,
@@ -240,14 +237,6 @@ void VertexShaderBase::Init(GLES2Interface* context,
quad_location_ = locations[index++];
}
-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();
-}
-
std::string VertexShaderBase::GetShaderString() const {
// We unconditionally use highp in the vertex shader since
// we are unlikely to be vertex shader bound when drawing large quads.
@@ -476,33 +465,6 @@ void FragmentShaderBase::Init(GLES2Interface* context,
DCHECK_EQ(index, locations.size());
}
-void FragmentShaderBase::FillLocations(ShaderLocations* locations) const {
- if (has_blend_mode()) {
- locations->backdrop = backdrop_location_;
- locations->backdrop_rect = backdrop_rect_location_;
- }
- if (mask_for_background_)
- locations->original_backdrop = original_backdrop_location_;
- if (mask_mode_ != NO_MASK) {
- locations->mask_sampler = mask_sampler_location_;
- locations->mask_tex_coord_scale = mask_tex_coord_scale_location_;
- locations->mask_tex_coord_offset = mask_tex_coord_offset_location_;
- }
- if (has_color_matrix_) {
- locations->color_matrix = color_matrix_location_;
- locations->color_offset = color_offset_location_;
- }
- if (has_uniform_alpha_)
- locations->alpha = alpha_location_;
- switch (input_color_type_) {
- case INPUT_COLOR_SOURCE_RGBA_TEXTURE:
- locations->sampler = sampler_location_;
- break;
- case INPUT_COLOR_SOURCE_UNIFORM:
- break;
- }
-}
-
std::string FragmentShaderBase::SetBlendModeFunctions(
const std::string& shader_string) const {
if (shader_string.find("ApplyBlendMode") == std::string::npos)
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