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