Revert of Integers can now be passed as uniforms (patchset #1 id:1 of https://codereview.chromium.org/2076143003/ )
Reason for revert: Compile failures on Vulkan platforms (eg https://build.chromium.org/p/client.skia.compile/builders/Build-Ubuntu-GCC-Arm7-Debug-Android_Vulkan) Original issue's description: > Integers can now be passed as uniforms; needed for passing color count to fragment shader > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2076143003 > > Committed: https://skia.googlesource.com/skia/+/cc3a22b369e1a60fa2acf2987f2934baf7c4b198 TBR=tomhudson@google.com,bsalomon@google.com,fmenozzi@google.com # Not skipping CQ checks because original CL landed more than 1 days ago. BUG=skia: Review-Url: https://codereview.chromium.org/2080133002
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@ -89,19 +89,6 @@ void GrGLProgramDataManager::setSamplers(const SkTArray<GrGLSampler>& samplers)
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}
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}
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void GrGLProgramDataManager::set1i(UniformHandle u, int i) const {
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const Uniform& uni = fUniforms[u.toIndex()];
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SkASSERT(uni.fType == kInt_GrSLType);
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SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
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SkDEBUGCODE(this->printUnused(uni));
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if (kUnusedUniform != uni.fFSLocation) {
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GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fFSLocation, i));
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}
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if (kUnusedUniform != uni.fVSLocation && uni.fVSLocation != uni.fFSLocation) {
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GR_GL_CALL(fGpu->glInterface(), Uniform1i(uni.fVSLocation, i));
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}
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}
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void GrGLProgramDataManager::set1f(UniformHandle u, float v0) const {
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const Uniform& uni = fUniforms[u.toIndex()];
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SkASSERT(uni.fType == kFloat_GrSLType);
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@ -53,7 +53,6 @@ public:
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/** Functions for uploading uniform values. The varities ending in v can be used to upload to an
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* array of uniforms. arrayCount must be <= the array count of the uniform.
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*/
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void set1i(UniformHandle, int) const override;
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void set1f(UniformHandle, float v0) const override;
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void set1fv(UniformHandle, int arrayCount, const float v[]) const override;
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void set2f(UniformHandle, float, float) const override;
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@ -26,7 +26,6 @@ public:
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/** Functions for uploading uniform values. The varities ending in v can be used to upload to an
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* array of uniforms. arrayCount must be <= the array count of the uniform.
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*/
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virtual void set1i(UniformHandle, int) const = 0;
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virtual void set1f(UniformHandle, float v0) const = 0;
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virtual void set1fv(UniformHandle, int arrayCount, const float v[]) const = 0;
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virtual void set2f(UniformHandle, float, float) const = 0;
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