From 101b844d6ba031de5c4e95b43f9292f266799237 Mon Sep 17 00:00:00 2001 From: Brian Salomon Date: Fri, 18 Nov 2016 11:58:54 -0500 Subject: Remove GrGLSLSampler type and subclasses GrGLSLUniformManager and GrGLSLProgramDataManager subclasses handle sampler variation across GPU backends. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=5002 Change-Id: I968b006bab978c2fa209d1f7eda710c298d1212f Reviewed-on: https://skia-review.googlesource.com/5002 Reviewed-by: Greg Daniel Commit-Queue: Brian Salomon --- src/gpu/glsl/GrGLSLShaderBuilder.h | 12 +++--------- 1 file changed, 3 insertions(+), 9 deletions(-) (limited to 'src/gpu/glsl/GrGLSLShaderBuilder.h') diff --git a/src/gpu/glsl/GrGLSLShaderBuilder.h b/src/gpu/glsl/GrGLSLShaderBuilder.h index 378f523de9..2ab0eecf91 100644 --- a/src/gpu/glsl/GrGLSLShaderBuilder.h +++ b/src/gpu/glsl/GrGLSLShaderBuilder.h @@ -29,8 +29,8 @@ public: /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle - order of the result depends on the GrProcessor::TextureSampelr associated with the - GrGLSLSampler. + order of the result depends on the GrProcessor::TextureSampler associated with the + SamplerHandle. */ void appendTextureLookup(SkString* out, SamplerHandle, @@ -45,7 +45,7 @@ public: /** Does the work of appendTextureLookup and modulates the result by modulation. The result is - always a vec4. modulation and the swizzle specified by GrGLSLSampler must both be + always a vec4. modulation and the swizzle specified by SamplerHandle must both be vec4 or float. If modulation is "" or nullptr it this function acts as though appendTextureLookup were called. */ void appendTextureLookupAndModulate(const char* modulation, @@ -203,12 +203,6 @@ protected: void compileAndAppendLayoutQualifiers(); - /* Appends any swizzling we may need to get from some backend internal format to the format used - * in GrPixelConfig. If this is implemented by the GrGpu object, then swizzle will be rgba. For - * shader prettiness we omit the swizzle rather than appending ".rgba". - */ - void appendTextureSwizzle(SkString* out, GrPixelConfig) const; - void nextStage() { fShaderStrings.push_back(); fCompilerStrings.push_back(this->code().c_str()); -- cgit v1.2.3