Remove GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE flag.
Enough's enough. It's been a long time since the standard was updated. Change-Id: I49ae08ee49f06cb8403c9cb72a811edd35b25575 Reviewed-on: https://skia-review.googlesource.com/c/178930 Auto-Submit: Brian Salomon <bsalomon@google.com> Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
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@ -76,10 +76,6 @@
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* GR_GL_MUST_USE_VBO: Indicates that all vertices and indices must be rendered
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* GR_GL_MUST_USE_VBO: Indicates that all vertices and indices must be rendered
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* from VBOs. Chromium's command buffer doesn't allow glVertexAttribArray with
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* from VBOs. Chromium's command buffer doesn't allow glVertexAttribArray with
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* ARARY_BUFFER 0 bound or glDrawElements with ELEMENT_ARRAY_BUFFER 0 bound.
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* ARARY_BUFFER 0 bound or glDrawElements with ELEMENT_ARRAY_BUFFER 0 bound.
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*
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* GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE is for compatibility with the new version
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* of the OpenGLES2.0 headers from Khronos. glShaderSource now takes a const char * const *,
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* instead of a const char
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*/
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*/
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#if !defined(GR_GL_LOG_CALLS)
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#if !defined(GR_GL_LOG_CALLS)
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@ -118,8 +114,4 @@
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#define GR_GL_MUST_USE_VBO 0
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#define GR_GL_MUST_USE_VBO 0
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#endif
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#endif
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#if !defined(GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE)
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#define GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE 0
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#endif
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#endif
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#endif
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@ -22,10 +22,6 @@
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// Non-VBO vertices and indices are not allowed in Chromium.
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// Non-VBO vertices and indices are not allowed in Chromium.
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#define GR_GL_MUST_USE_VBO 1
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#define GR_GL_MUST_USE_VBO 1
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// Use updated Khronos signature for glShaderSource
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// (const char* const instead of char**).
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#define GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE 1
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#if !defined(GR_GL_IGNORE_ES3_MSAA)
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#if !defined(GR_GL_IGNORE_ES3_MSAA)
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#define GR_GL_IGNORE_ES3_MSAA 1
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#define GR_GL_IGNORE_ES3_MSAA 1
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#endif
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#endif
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@ -143,12 +143,7 @@ using GrGLSamplerParameterivFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLuint sampler,
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using GrGLScissorFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height);
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using GrGLScissorFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height);
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// GL_CHROMIUM_bind_uniform_location
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// GL_CHROMIUM_bind_uniform_location
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using GrGLBindUniformLocationFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLuint program, GrGLint location, const char* name);
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using GrGLBindUniformLocationFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLuint program, GrGLint location, const char* name);
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#if GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE
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using GrGLShaderSourceFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLuint shader, GrGLsizei count, const char* const* str, const GrGLint* length);
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using GrGLShaderSourceFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLuint shader, GrGLsizei count, const char* const* str, const GrGLint* length);
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#else
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using GrGLShaderSourceFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLuint shader, GrGLsizei count, const char** str, const GrGLint* length);
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#endif
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using GrGLStencilFuncFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLenum func, GrGLint ref, GrGLuint mask);
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using GrGLStencilFuncFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLenum func, GrGLint ref, GrGLuint mask);
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using GrGLStencilFuncSeparateFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLenum face, GrGLenum func, GrGLint ref, GrGLuint mask);
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using GrGLStencilFuncSeparateFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLenum face, GrGLenum func, GrGLint ref, GrGLuint mask);
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using GrGLStencilMaskFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLuint mask);
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using GrGLStencilMaskFn = GrGLvoid GR_GL_FUNCTION_TYPE(GrGLuint mask);
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@ -136,11 +136,7 @@ public:
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virtual GrGLvoid samplerParameteriv(GrGLuint sampler, GrGLenum pname, const GrGLint* param) {}
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virtual GrGLvoid samplerParameteriv(GrGLuint sampler, GrGLenum pname, const GrGLint* param) {}
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virtual GrGLvoid scissor(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {}
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virtual GrGLvoid scissor(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {}
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virtual GrGLvoid bindUniformLocation(GrGLuint program, GrGLint location, const char* name) {}
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virtual GrGLvoid bindUniformLocation(GrGLuint program, GrGLint location, const char* name) {}
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#if GR_GL_USE_NEW_SHADER_SOURCE_SIGNATURE
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virtual GrGLvoid shaderSource(GrGLuint shader, GrGLsizei count, const char* const * str, const GrGLint* length) {}
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virtual GrGLvoid shaderSource(GrGLuint shader, GrGLsizei count, const char* const * str, const GrGLint* length) {}
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#else
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virtual GrGLvoid shaderSource(GrGLuint shader, GrGLsizei count, const char** str, const GrGLint* length) {}
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#endif
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virtual GrGLvoid stencilFunc(GrGLenum func, GrGLint ref, GrGLuint mask) {}
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virtual GrGLvoid stencilFunc(GrGLenum func, GrGLint ref, GrGLuint mask) {}
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virtual GrGLvoid stencilFuncSeparate(GrGLenum face, GrGLenum func, GrGLint ref, GrGLuint mask) {}
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virtual GrGLvoid stencilFuncSeparate(GrGLenum face, GrGLenum func, GrGLint ref, GrGLuint mask) {}
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virtual GrGLvoid stencilMask(GrGLuint mask) {}
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virtual GrGLvoid stencilMask(GrGLuint mask) {}
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