| Index: src/gpu/GrProgramDesc.h
|
| diff --git a/src/gpu/GrProgramDesc.h b/src/gpu/GrProgramDesc.h
|
| index 788842d7bec41a0ce211a5692fdab48957d6492f..655254f892360c0f84550aaa440fadda0e05edf2 100644
|
| --- a/src/gpu/GrProgramDesc.h
|
| +++ b/src/gpu/GrProgramDesc.h
|
| @@ -111,11 +111,6 @@ public:
|
| PrimaryOutputType fPrimaryOutputType : 8;
|
| SecondaryOutputType fSecondaryOutputType : 8;
|
|
|
| - int8_t fPositionAttributeIndex;
|
| - int8_t fLocalCoordAttributeIndex;
|
| - int8_t fColorAttributeIndex;
|
| - int8_t fCoverageAttributeIndex;
|
| -
|
| SkBool8 fHasGeometryProcessor;
|
| int8_t fColorEffectCnt;
|
| int8_t fCoverageEffectCnt;
|
| @@ -141,29 +136,10 @@ public:
|
|
|
| // A struct to communicate descriptor information to the program descriptor builder
|
| struct DescInfo {
|
| - int positionAttributeIndex() const {
|
| - return fFixedFunctionVertexAttribIndices[kPosition_GrVertexAttribBinding];
|
| - }
|
| - int localCoordAttributeIndex() const {
|
| - return fFixedFunctionVertexAttribIndices[kLocalCoord_GrVertexAttribBinding];
|
| - }
|
| - int colorVertexAttributeIndex() const {
|
| - return fFixedFunctionVertexAttribIndices[kColor_GrVertexAttribBinding];
|
| - }
|
| - int coverageVertexAttributeIndex() const {
|
| - return fFixedFunctionVertexAttribIndices[kCoverage_GrVertexAttribBinding];
|
| - }
|
| - bool hasLocalCoordAttribute() const {
|
| - return -1 != fFixedFunctionVertexAttribIndices[kLocalCoord_GrVertexAttribBinding];
|
| - }
|
| - bool hasColorVertexAttribute() const {
|
| - return -1 != fFixedFunctionVertexAttribIndices[kColor_GrVertexAttribBinding];
|
| - }
|
| - bool hasCoverageVertexAttribute() const {
|
| - return -1 != fFixedFunctionVertexAttribIndices[kCoverage_GrVertexAttribBinding];
|
| - }
|
| -
|
| - int fFixedFunctionVertexAttribIndices[kGrFixedFunctionVertexAttribBindingCnt];
|
| + // TODO when GPs control uniform / attribute handling of color / coverage, then we can
|
| + // clean this up
|
| + bool fHasVertexColor;
|
| + bool fHasVertexCoverage;
|
|
|
| // These flags are needed to protect the code from creating an unused uniform color/coverage
|
| // which will cause shader compiler errors.
|
|
|