Index: src/gpu/gl/builders/GrGLGeometryShaderBuilder.cpp |
diff --git a/src/gpu/gl/builders/GrGLGeometryShaderBuilder.cpp b/src/gpu/gl/builders/GrGLGeometryShaderBuilder.cpp |
index 8be2531c96dfa1244a8494a2217b5830fa419714..b20575259b841aac293f3e776d054ff51de053b1 100644 |
--- a/src/gpu/gl/builders/GrGLGeometryShaderBuilder.cpp |
+++ b/src/gpu/gl/builders/GrGLGeometryShaderBuilder.cpp |
@@ -6,7 +6,6 @@ |
*/ |
#include "GrGLGeometryShaderBuilder.h" |
-#include "GrGLShaderStringBuilder.h" |
#include "GrGLProgramBuilder.h" |
#include "../GrGLGpu.h" |
@@ -37,35 +36,7 @@ void GrGLGeometryBuilder::addVarying(const char* name, GrGLVarying* v) { |
} |
bool GrGLGeometryBuilder::compileAndAttachShaders(GrGLuint programId, |
- SkTDArray<GrGLuint>* shaderIds) const { |
- const GrGLContext& glCtx = fProgramBuilder->gpu()->glContext(); |
- SkASSERT(fProgramBuilder->ctxInfo().glslGeneration() >= k150_GrGLSLGeneration); |
- SkString geomShaderSrc(GrGetGLSLVersionDecl(fProgramBuilder->ctxInfo())); |
- geomShaderSrc.append("layout(triangles) in;\n" |
- "layout(triangle_strip, max_vertices = 6) out;\n"); |
- this->appendDecls(fInputs, &geomShaderSrc); |
- this->appendDecls(fOutputs, &geomShaderSrc); |
- geomShaderSrc.append("void main() {\n"); |
- geomShaderSrc.append("\tfor (int i = 0; i < 3; ++i) {\n" |
- "\t\tgl_Position = gl_in[i].gl_Position;\n"); |
- geomShaderSrc.append("\t\tgl_PointSize = 1.0;\n"); |
- SkASSERT(fInputs.count() == fOutputs.count()); |
- for (int i = 0; i < fInputs.count(); ++i) { |
- geomShaderSrc.appendf("\t\t%s = %s[i];\n", |
- fOutputs[i].getName().c_str(), |
- fInputs[i].getName().c_str()); |
- } |
- geomShaderSrc.append("\t\tEmitVertex();\n" |
- "\t}\n" |
- "\tEndPrimitive();\n"); |
- geomShaderSrc.append("}\n"); |
- GrGLuint geomShaderId = |
- GrGLCompileAndAttachShader(glCtx, programId, |
- GR_GL_GEOMETRY_SHADER, geomShaderSrc, |
- fProgramBuilder->gpu()->stats()); |
- if (!geomShaderId) { |
- return false; |
- } |
- *shaderIds->append() = geomShaderId; |
- return true; |
+ SkTDArray<GrGLuint>* shaderIds) { |
+ SkFAIL("Geometry shaders are not currently supported"); |
+ return false; |
} |