Remove GL asserts for geo shaders to not have uniforms

BUG=skia:

Change-Id: I51468c808f8a2e6593c237b4c4368df2f6729dff
Reviewed-on: https://skia-review.googlesource.com/8421
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
This commit is contained in:
csmartdalton 2017-02-14 10:53:41 -07:00 committed by Skia Commit-Bot
parent 26e573c7ef
commit a0c9832882

View File

@ -23,8 +23,6 @@ GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
int arrayCount,
const char** outName) {
SkASSERT(name && strlen(name));
SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
SkASSERT(0 == (~kVisMask & visibility));
SkASSERT(0 != visibility);
SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeAcceptsPrecision(type));
@ -59,8 +57,6 @@ GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(uint32_t visi
GrSLPrecision precision,
const char* name) {
SkASSERT(name && strlen(name));
SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
SkASSERT(0 == (~kVisMask & visibility));
SkASSERT(0 != visibility);
SkString mangleName;
@ -84,8 +80,6 @@ GrGLSLUniformHandler::ImageStorageHandle GrGLUniformHandler::addImageStorage(
uint32_t visibility, GrSLType type, GrImageStorageFormat format, GrSLMemoryModel model,
GrSLRestrict restrict, GrIOType ioType, const char* name) {
SkASSERT(name && strlen(name));
SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
SkASSERT(0 == (~kVisMask & visibility));
SkASSERT(0 != visibility);
SkString mangleName;
char prefix = 'u';