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-rw-r--r--src/gpu/glsl/GrGLSL.h25
1 files changed, 0 insertions, 25 deletions
diff --git a/src/gpu/glsl/GrGLSL.h b/src/gpu/glsl/GrGLSL.h
index 4461f4c60f..d27b25f293 100644
--- a/src/gpu/glsl/GrGLSL.h
+++ b/src/gpu/glsl/GrGLSL.h
@@ -57,31 +57,6 @@ enum GrGLSLGeneration {
bool GrGLSLSupportsNamedFragmentShaderOutputs(GrGLSLGeneration);
/**
- * Gets the name of the function that should be used to sample a 2D texture. Coord type is used
- * to indicate whether the texture is sampled using projective textured (kVec3f) or not (kVec2f).
- */
-inline const char* GrGLSLTexture2DFunctionName(GrSLType coordType, GrSLType samplerType,
- GrGLSLGeneration glslGen) {
- SkASSERT(GrSLTypeIs2DCombinedSamplerType(samplerType));
- SkASSERT(kVec2f_GrSLType == coordType || kVec3f_GrSLType == coordType);
- // GL_TEXTURE_RECTANGLE_ARB is written against OpenGL 2.0/GLSL 1.10. At that time there were
- // separate texture*() functions. In OpenGL 3.0/GLSL 1.30 the different texture*() functions
- // were deprecated in favor or the unified texture() function. RECTANGLE textures became
- // standard in OpenGL 3.2/GLSL 1.50 and use texture(). It isn't completely clear what function
- // should be used for RECTANGLE textures in GLSL versions >= 1.30 && < 1.50. We're going with
- // using texture().
- if (glslGen >= k130_GrGLSLGeneration) {
- return (kVec2f_GrSLType == coordType) ? "texture" : "textureProj";
- }
- if (kVec2f_GrSLType == coordType) {
- return (samplerType == kTexture2DRectSampler_GrSLType) ? "texture2DRect" : "texture2D";
- } else {
- return (samplerType == kTexture2DRectSampler_GrSLType) ? "texture2DRectProj"
- : "texture2DProj";
- }
-}
-
-/**
* Adds a line of GLSL code to declare the default precision for float types.
*/
void GrGLSLAppendDefaultFloatPrecisionDeclaration(GrSLPrecision,