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) |