Removed unnecessary GL extensions

We've been cargo-culting these extensions around for a long time, but it
appears they aren't actually necessary.

Change-Id: I536ec9b81643c7d35f108d230233bb6990fcb5d7
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/441519
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
This commit is contained in:
Ethan Nicholas 2021-08-24 10:12:37 -04:00 committed by SkCQ
parent 0c4dd7ae3d
commit 877858a195
5 changed files with 0 additions and 30 deletions

View File

@ -571,13 +571,6 @@ static constexpr SkFourByteTag kSKSL_Tag = SkSetFourByteTag('S', 'K', 'S', 'L');
std::unique_ptr<GrD3DPipelineState> GrD3DPipelineStateBuilder::finalize() {
TRACE_EVENT0("skia.shaders", TRACE_FUNC);
// We need to enable the following extensions so that the compiler can correctly make spir-v
// from our glsl shaders.
fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
this->finalizeShaders();
SkSL::Program::Settings settings;

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@ -263,11 +263,6 @@ sk_sp<GrDawnProgram> GrDawnProgramBuilder::Build(GrDawnGpu* gpu,
return nullptr;
}
builder.fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
builder.fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
builder.fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
builder.fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
builder.finalizeShaders();
SkSL::Program::Inputs vertInputs, fragInputs;

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@ -549,11 +549,6 @@ GrMtlPipelineState* GrMtlPipelineStateBuilder::finalize(
} else {
id<MTLLibrary> shaderLibraries[kGrShaderTypeCount];
fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
this->finalizeShaders();
SkSL::Program::Settings settings;

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@ -33,9 +33,6 @@ bool GrVkMSAALoadManager::createMSAALoadProgram(GrVkGpu* gpu) {
SkSL::String vertShaderText;
vertShaderText.append(
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(set = 0, binding = 0) uniform vertexUniformBuffer {"
"half4 uPosXform;"
"};"
@ -49,9 +46,6 @@ bool GrVkMSAALoadManager::createMSAALoadProgram(GrVkGpu* gpu) {
SkSL::String fragShaderText;
fragShaderText.append(
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout(input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput uInput;"
"// MSAA Load Program FS\n"

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@ -192,13 +192,6 @@ GrVkPipelineState* GrVkPipelineStateBuilder::finalize(const GrProgramDesc& desc,
dsLayout[GrVkUniformHandler::kInputDescSet] = resourceProvider.getInputDSLayout();
// We need to enable the following extensions so that the compiler can correctly make spir-v
// from our glsl shaders.
fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
this->finalizeShaders();
bool usePushConstants = fUniformHandler.usePushConstants();