From d3353646c31ccb90cc43727ef0fa7869b4e4fe07 Mon Sep 17 00:00:00 2001 From: "bsalomon@google.com" Date: Mon, 22 Oct 2012 20:36:53 +0000 Subject: Revert r6330 thru 6333 while we figure out what to do about Intel bots (possible driver bug). git-svn-id: http://skia.googlecode.com/svn/trunk@6037 2bbb7eff-a529-9590-31e7-b0007b416f81 --- src/gpu/gl/GrGLShaderBuilder.cpp | 39 +-------------------------------------- 1 file changed, 1 insertion(+), 38 deletions(-) (limited to 'src/gpu/gl/GrGLShaderBuilder.cpp') diff --git a/src/gpu/gl/GrGLShaderBuilder.cpp b/src/gpu/gl/GrGLShaderBuilder.cpp index 677916e89d..3ce118ccc9 100644 --- a/src/gpu/gl/GrGLShaderBuilder.cpp +++ b/src/gpu/gl/GrGLShaderBuilder.cpp @@ -93,15 +93,13 @@ GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformMana , fContext(ctx) , fUniformManager(uniformManager) , fCurrentStage(kNonStageIdx) - , fSetupFragPosition(false) - , fRTHeightUniform(GrGLUniformManager::kInvalidUniformHandle) , fTexCoordVaryingType(kVoid_GrSLType) { } void GrGLShaderBuilder::setupTextureAccess(const char* varyingFSName, GrSLType varyingType) { // FIXME: We don't know how the custom stage will manipulate the coords. So we give up on using // projective texturing and always give the stage 2D coords. This will be fixed when custom - // stages are responsible for setting up their own tex coords / tex matrices. + // stages are repsonsible for setting up their own tex coords / tex matrices. switch (varyingType) { case kVec2f_GrSLType: fDefaultTexCoordsName = varyingFSName; @@ -285,40 +283,6 @@ void GrGLShaderBuilder::addVarying(GrSLType type, } } -const char* GrGLShaderBuilder::fragmentPosition() { - if (fContext.caps().fragCoordConventionsSupport()) { - if (!fSetupFragPosition) { - fFSHeader.printf("#extension GL_ARB_fragment_coord_conventions: enable\n"); - fFSHeader.append("layout(origin_upper_left) in vec4 gl_FragCoord;\n"); - fSetupFragPosition = true; - } - return "gl_FragCoord"; - } else { - static const char* kCoordName = "fragCoordYDown"; - if (!fSetupFragPosition) { - GrAssert(GrGLUniformManager::kInvalidUniformHandle == fRTHeightUniform); - const char* rtHeightName; - - // temporarily change the stage index because we're inserting a uniform whose name - // shouldn't be mangled to be stage-specific. - int oldStageIdx = fCurrentStage; - fCurrentStage = kNonStageIdx; - fRTHeightUniform = this->addUniform(kFragment_ShaderType, - kFloat_GrSLType, - "RTHeight", - &rtHeightName); - fCurrentStage = oldStageIdx; - - this->fFSCode.prependf("\tvec4 %s = vec4(gl_FragCoord.x, %s - gl_FragCoord.y, gl_FragCoord.zw);\n", - kCoordName, rtHeightName); - fSetupFragPosition = true; - } - GrAssert(GrGLUniformManager::kInvalidUniformHandle != fRTHeightUniform); - return kCoordName; - } -} - - void GrGLShaderBuilder::emitFunction(ShaderType shader, GrSLType returnType, const char* name, @@ -417,7 +381,6 @@ void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const { append_default_precision_qualifier(kDefaultFragmentPrecision, fContext.binding(), shaderStr); - shaderStr->append(fFSHeader); this->appendUniformDecls(kFragment_ShaderType, shaderStr); this->appendDecls(fFSInputs, shaderStr); // We shouldn't have declared outputs on 1.10 -- cgit v1.2.3