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>
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@ -571,13 +571,6 @@ static constexpr SkFourByteTag kSKSL_Tag = SkSetFourByteTag('S', 'K', 'S', 'L');
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std::unique_ptr<GrD3DPipelineState> GrD3DPipelineStateBuilder::finalize() {
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TRACE_EVENT0("skia.shaders", TRACE_FUNC);
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// We need to enable the following extensions so that the compiler can correctly make spir-v
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// from our glsl shaders.
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fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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this->finalizeShaders();
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SkSL::Program::Settings settings;
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@ -263,11 +263,6 @@ sk_sp<GrDawnProgram> GrDawnProgramBuilder::Build(GrDawnGpu* gpu,
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return nullptr;
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}
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builder.fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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builder.fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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builder.fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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builder.fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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builder.finalizeShaders();
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SkSL::Program::Inputs vertInputs, fragInputs;
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@ -549,11 +549,6 @@ GrMtlPipelineState* GrMtlPipelineStateBuilder::finalize(
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} else {
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id<MTLLibrary> shaderLibraries[kGrShaderTypeCount];
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fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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this->finalizeShaders();
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SkSL::Program::Settings settings;
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@ -33,9 +33,6 @@ bool GrVkMSAALoadManager::createMSAALoadProgram(GrVkGpu* gpu) {
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SkSL::String vertShaderText;
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vertShaderText.append(
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(set = 0, binding = 0) uniform vertexUniformBuffer {"
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"half4 uPosXform;"
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"};"
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@ -49,9 +46,6 @@ bool GrVkMSAALoadManager::createMSAALoadProgram(GrVkGpu* gpu) {
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SkSL::String fragShaderText;
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fragShaderText.append(
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput uInput;"
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"// MSAA Load Program FS\n"
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@ -192,13 +192,6 @@ GrVkPipelineState* GrVkPipelineStateBuilder::finalize(const GrProgramDesc& desc,
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dsLayout[GrVkUniformHandler::kInputDescSet] = resourceProvider.getInputDSLayout();
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// We need to enable the following extensions so that the compiler can correctly make spir-v
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// from our glsl shaders.
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fVS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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fFS.extensions().appendf("#extension GL_ARB_separate_shader_objects : enable\n");
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fVS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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fFS.extensions().appendf("#extension GL_ARB_shading_language_420pack : enable\n");
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this->finalizeShaders();
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bool usePushConstants = fUniformHandler.usePushConstants();
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