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Diffstat (limited to 'src/gpu/glsl/GrGLSLFragmentShaderBuilder.h')
-rw-r--r--src/gpu/glsl/GrGLSLFragmentShaderBuilder.h16
1 files changed, 0 insertions, 16 deletions
diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
index d64dfdb519..5a73c17d9a 100644
--- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
+++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h
@@ -55,16 +55,6 @@ public:
};
/**
- * Appends the offset from the center of the pixel to a specified sample.
- *
- * @param sampleIdx GLSL expression of the sample index.
- * @param Coordinates Coordinate space in which to emit the offset.
- *
- * A processor must call setWillUseSampleLocations in its constructor before using this method.
- */
- virtual void appendOffsetToSample(const char* sampleIdx, Coordinates) = 0;
-
- /**
* Fragment procs with child procs should call these functions before/after calling emitCode
* on a child proc.
*/
@@ -112,7 +102,6 @@ public:
virtual SkString ensureCoords2D(const GrShaderVar&) override;
// GrGLSLFPFragmentBuilder interface.
- void appendOffsetToSample(const char* sampleIdx, Coordinates) override;
const SkString& getMangleString() const override { return fMangleString; }
void onBeforeChildProcEmitCode() override;
void onAfterChildProcEmitCode() override;
@@ -134,10 +123,8 @@ private:
#ifdef SK_DEBUG
// As GLSLProcessors emit code, there are some conditions we need to verify. We use the below
// state to track this. The reset call is called per processor emitted.
- GrProcessor::RequiredFeatures usedProcessorFeatures() const { return fUsedProcessorFeatures; }
bool hasReadDstColor() const { return fHasReadDstColor; }
void resetVerification() {
- fUsedProcessorFeatures = GrProcessor::kNone_RequiredFeatures;
fHasReadDstColor = false;
}
#endif
@@ -148,7 +135,6 @@ private:
GrSurfaceOrigin getSurfaceOrigin() const;
void onFinalize() override;
- void defineSampleOffsetArray(const char* name, const SkMatrix&);
static const char* kDstColorName;
@@ -176,13 +162,11 @@ private:
bool fHasCustomColorOutput;
int fCustomColorOutputIndex;
bool fHasSecondaryOutput;
- uint8_t fUsedSampleOffsetArrays;
bool fForceHighPrecision;
#ifdef SK_DEBUG
// some state to verify shaders and effects are consistent, this is reset between effects by
// the program creator
- GrProcessor::RequiredFeatures fUsedProcessorFeatures;
bool fHasReadDstColor;
#endif