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authorGravatar brianosman <brianosman@google.com>2016-06-19 18:05:12 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-06-19 18:05:12 -0700
commit452ba88066b51931696fc3d0a2a1c0f8809a4143 (patch)
treef7cbae531749992fa8071a3ddd12593362aa3718 /src/gpu/gl/GrGLProgramDataManager.cpp
parent875e13ca0990e32da9db639743a913efe77f7e89 (diff)
Revert of Integers can now be passed as uniforms (patchset #1 id:1 of https://codereview.chromium.org/2076143003/ )
Reason for revert: Compile failures on Vulkan platforms (eg https://build.chromium.org/p/client.skia.compile/builders/Build-Ubuntu-GCC-Arm7-Debug-Android_Vulkan) Original issue's description: > Integers can now be passed as uniforms; needed for passing color count to fragment shader > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003 > > Committed: https://skia.googlesource.com/skia/+/cc3a22b369e1a60fa2acf2987f2934baf7c4b198 TBR=tomhudson@google.com,bsalomon@google.com,fmenozzi@google.com # Not skipping CQ checks because original CL landed more than 1 days ago. BUG=skia: Review-Url: https://codereview.chromium.org/2080133002
Diffstat (limited to 'src/gpu/gl/GrGLProgramDataManager.cpp')
-rw-r--r--src/gpu/gl/GrGLProgramDataManager.cpp13
1 files changed, 0 insertions, 13 deletions
diff --git a/src/gpu/gl/GrGLProgramDataManager.cpp b/src/gpu/gl/GrGLProgramDataManager.cpp
index fa232b73fd..9513a3fd57 100644
--- a/src/gpu/gl/GrGLProgramDataManager.cpp
+++ b/src/gpu/gl/GrGLProgramDataManager.cpp
@@ -89,19 +89,6 @@ void GrGLProgramDataManager::setSamplers(const SkTArray<GrGLSampler>& samplers)
}
}
-void GrGLProgramDataManager::set1i(UniformHandle u, int i) const {
- const Uniform& uni = fUniforms[u.toIndex()];
- SkASSERT(uni.fType == kInt_GrSLType);
- SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
- SkDEBUGCODE(this->printUnused(uni));
- if (kUnusedUniform != uni.fFSLocation) {
- GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, i));
- }
- if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
- GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, i));
- }
-}
-
void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
const Uniform& uni = fUniforms[u.toIndex()];
SkASSERT(uni.fType == kFloat_GrSLType);