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Unified Diff: src/gpu/GrProgramDesc.h

Issue 761563002: First step to moving vertex attributes to the geometryProcessor (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: adding test to ignore Created 6 years ago
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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.
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