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Diffstat (limited to 'src/gpu/glsl/GrGLSLFragmentShaderBuilder.h')
-rw-r--r-- | src/gpu/glsl/GrGLSLFragmentShaderBuilder.h | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h index 65bcb8dae6..73fe51f171 100644 --- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h +++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.h @@ -89,10 +89,6 @@ public: */ virtual void maskSampleCoverage(const char* mask, bool invert = false) = 0; - /** Returns a variable name that represents a vector to the nearest edge of the shape, in source - space coordinates. */ - virtual const char* distanceVectorName() const = 0; - /** * Overrides the default precision for the entire fragment program. Processors that require * high precision input (eg from incoming texture samples) may use this. For calculations that @@ -168,7 +164,6 @@ public: // Shared GrGLSLFragmentBuilder interface. bool enableFeature(GLSLFeature) override; virtual SkString ensureCoords2D(const GrShaderVar&) override; - const char* distanceVectorName() const override; // GrGLSLFPFragmentBuilder interface. void appendOffsetToSample(const char* sampleIdx, Coordinates) override; @@ -239,7 +234,6 @@ private: bool fHasSecondaryOutput; uint8_t fUsedSampleOffsetArrays; bool fHasInitializedSampleMask; - SkString fDistanceVectorOutput; GrSLPrecision fDefaultPrecision; #ifdef SK_DEBUG |