Make GrGLShaderBuilder produce the shader strings
Review URL: http://codereview.appspot.com/6356089/
git-svn-id: http://skia.googlecode.com/svn/trunk@4544 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLProgram.h b/src/gpu/gl/GrGLProgram.h
index bfc0d2e..0be08b3 100644
--- a/src/gpu/gl/GrGLProgram.h
+++ b/src/gpu/gl/GrGLProgram.h
@@ -357,19 +357,7 @@
SkString* coverageVar,
GrGLShaderBuilder* segments) const;
- static bool CompileShaders(const GrGLContextInfo& gl,
- const GrGLShaderBuilder& segments,
- CachedData* programData);
-
- // Compiles a GL shader, returns shader ID or 0 if failed
- // params have same meaning as glShaderSource
- static GrGLuint CompileShader(const GrGLContextInfo& gl,
- GrGLenum type, int stringCnt,
- const char** strings,
- int* stringLengths);
-
- // Creates a GL program ID, binds shader attributes to GL vertex attrs, and
- // links the program
+ // Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program
bool bindOutputsAttribsAndLinkProgram(
const GrGLContextInfo& gl,
SkString texCoordAttrNames[GrDrawState::kMaxTexCoords],