Revert "Re-land "Move sampler validation to the GL layer.""
Build failure on Linux:
In file included from ../../third_party/angle/src/tests/gl_tests/UniformTest.cpp:7:
In file included from ../../third_party/angle/src/tests/test_utils/ANGLETest.h:10:
../../testing/gtest/include/gtest/gtest.h:1392:16: error: comparison of integers of different signs: 'const int' and 'const unsigned int' [-Werror,-Wsign-compare]
if (expected == actual) {
~~~~~~~~ ^ ~~~~~~
../../testing/gtest/include/gtest/gtest.h:1422:12: note: in instantiation of function template specialization 'testing::internal::CmpHelperEQ<int, unsigned int>' requested here
return CmpHelperEQ(expected_expression, actual_expression, expected,
^
../../third_party/angle/src/tests/gl_tests/UniformTest.cpp:487:5: note: in instantiation of function template specialization 'testing::internal::EqHelper<false>::Compare<int, unsigned int>' requested here
EXPECT_EQ(GL_SAMPLER_2D, type);
^
BUG=angleproject:1123
This reverts commit 6cbf4385280c4c1dd97f0882ecb18dbc4c341fd4.
Change-Id: I95279b37d253e3ea78faa53f3773f2dc3d17df95
Reviewed-on: https://chromium-review.googlesource.com/302030
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/Program.h b/src/libANGLE/Program.h
index 6e9d682..3dd7c46 100644
--- a/src/libANGLE/Program.h
+++ b/src/libANGLE/Program.h
@@ -10,6 +10,13 @@
#ifndef LIBANGLE_PROGRAM_H_
#define LIBANGLE_PROGRAM_H_
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/RefCountObject.h"
+
+#include "common/angleutils.h"
+
#include <GLES2/gl2.h>
#include <GLSLANG/ShaderLang.h>
@@ -18,15 +25,6 @@
#include <string>
#include <vector>
-#include "common/angleutils.h"
-#include "common/mathutil.h"
-#include "common/Optional.h"
-
-#include "libANGLE/angletypes.h"
-#include "libANGLE/Constants.h"
-#include "libANGLE/Error.h"
-#include "libANGLE/RefCountObject.h"
-
namespace rx
{
class ImplFactory;
@@ -217,11 +215,6 @@
std::vector<sh::Attribute> mAttributes;
std::bitset<MAX_VERTEX_ATTRIBS> mActiveAttribLocationsMask;
- // Uniforms are sorted in order:
- // 1. Non-sampler uniforms
- // 2. Sampler uniforms
- // 3. Uniform block uniforms
- // This makes sampler validation easier, since we don't need a separate list.
std::vector<LinkedUniform> mUniforms;
std::vector<VariableLocation> mUniformLocations;
std::vector<UniformBlock> mUniformBlocks;
@@ -391,8 +384,7 @@
};
VectorAndSamplerCount flattenUniform(const sh::ShaderVariable &uniform,
- const std::string &fullName,
- std::vector<LinkedUniform> *samplerUniforms);
+ const std::string &fullName);
void gatherInterfaceBlockInfo();
void defineUniformBlock(const sh::InterfaceBlock &interfaceBlock, GLenum shaderType);
@@ -422,11 +414,6 @@
const GLuint mHandle;
InfoLog mInfoLog;
-
- // Cache for sampler validation
- Optional<bool> mCachedValidateSamplersResult;
- std::vector<GLenum> mTextureUnitTypesCache;
- RangeUI mSamplerUniformRange;
};
}