Delete GLBench and subclasses

Bug: skia:6305
Change-Id: I3b2f2a8898f25d3dd0ec47668895dd4d00668575
Reviewed-on: https://skia-review.googlesource.com/82040
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/bench/GLBench.cpp b/bench/GLBench.cpp
deleted file mode 100644
index 10a6367..0000000
--- a/bench/GLBench.cpp
+++ /dev/null
@@ -1,194 +0,0 @@
-/*
- * Copyright 2015 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "GLBench.h"
-
-#if SK_SUPPORT_GPU
-#include "GrGpu.h"
-#include "GrTest.h"
-#include "gl/GrGLContext.h"
-#include "gl/builders/GrGLShaderStringBuilder.h"
-#include "SkSLCompiler.h"
-#include <stdio.h>
-
-#include "sk_tool_utils.h"
-
-const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) {
-    // This bench exclusively tests GL calls directly
-    if (nullptr == canvas->getGrContext()) {
-        return nullptr;
-    }
-    GrContext* context = canvas->getGrContext();
-    GrGpu* gpu = context->getGpu();
-    if (!gpu) {
-        SkDebugf("Couldn't get Gr gpu.");
-        return nullptr;
-    }
-
-    const GrGLContext* ctx = gpu->glContextForTesting();
-    if (!ctx) {
-        SkDebugf("Couldn't get an interface\n");
-        return nullptr;
-    }
-
-    return this->onGetGLContext(ctx);
-}
-
-void GLBench::onPreDraw(SkCanvas* canvas) {
-    // This bench exclusively tests GL calls directly
-    const GrGLContext* ctx = this->getGLContext(canvas);
-    if (!ctx) {
-        return;
-    }
-    this->setup(ctx);
-}
-
-void GLBench::onPostDraw(SkCanvas* canvas) {
-    // This bench exclusively tests GL calls directly
-    const GrGLContext* ctx = this->getGLContext(canvas);
-    if (!ctx) {
-        return;
-    }
-    this->teardown(ctx->interface());
-}
-
-void GLBench::onDraw(int loops, SkCanvas* canvas) {
-    const GrGLContext* ctx = this->getGLContext(canvas);
-    if (!ctx) {
-        return;
-    }
-    this->glDraw(loops, ctx);
-    canvas->getGrContext()->resetContext();
-}
-
-GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) {
-    const GrGLInterface* gl = context->interface();
-    SkSL::String glsl;
-    SkSL::Program::Settings settings;
-    settings.fCaps = context->caps()->shaderCaps();
-    std::unique_ptr<SkSL::Program> program = context->compiler()->convertProgram(
-                                        type == GR_GL_VERTEX_SHADER ? SkSL::Program::kVertex_Kind
-                                                                    : SkSL::Program::kFragment_Kind,
-                                        SkSL::String(sksl),
-                                        settings);
-    if (!program || !context->compiler()->toGLSL(*program, &glsl)) {
-        SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl,
-                 context->compiler()->errorText().c_str());
-    }
-    GrGLuint shader;
-    // Create the shader object
-    GR_GL_CALL_RET(gl, shader, CreateShader(type));
-
-    // Load the shader source
-    const char* glslPtr = glsl.c_str();
-    GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr));
-
-    // Compile the shader
-    GR_GL_CALL(gl, CompileShader(shader));
-
-    // Check for compile time errors
-    GrGLint success = GR_GL_INIT_ZERO;
-    GrGLchar infoLog[512];
-    GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
-    if (!success) {
-        GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, nullptr, infoLog));
-        SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
-    }
-
-    return shader;
-}
-
-GrGLuint GLBench::CreateProgram(const GrGLContext* context, const char* vshader,
-                                const char* fshader) {
-    const GrGLInterface* gl = context->interface();
-    GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER);
-    GrGLuint fragmentShader = CompileShader(context, fshader, GR_GL_FRAGMENT_SHADER);
-
-    GrGLuint shaderProgram;
-    GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
-    GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
-    GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
-    GR_GL_CALL(gl, LinkProgram(shaderProgram));
-
-    // Check for linking errors
-    GrGLint success = GR_GL_INIT_ZERO;
-    GrGLchar infoLog[512];
-    GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
-    if (!success) {
-        GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, nullptr, infoLog));
-        SkDebugf("Linker Error: %s\n", infoLog);
-    }
-    GR_GL_CALL(gl, DeleteShader(vertexShader));
-    GR_GL_CALL(gl, DeleteShader(fragmentShader));
-
-    return shaderProgram;
-}
-
-GrGLuint GLBench::SetupFramebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
-    //Setup framebuffer
-    GrGLuint texture;
-    GR_GL_CALL(gl, GenTextures(1, &texture));
-    GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE7));
-    GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
-    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
-    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
-    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
-    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
-    GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
-                              0, //level
-                              GR_GL_RGBA, //internal format
-                              screenWidth, // width
-                              screenHeight, // height
-                              0, //border
-                              GR_GL_RGBA, //format
-                              GR_GL_UNSIGNED_BYTE, // type
-                              nullptr));
-
-    // bind framebuffer
-    GrGLuint framebuffer;
-    GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
-    GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
-    GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
-    GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
-                                        GR_GL_COLOR_ATTACHMENT0,
-                                        GR_GL_TEXTURE_2D,
-                                        texture, 0));
-    GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
-    GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
-    return texture;
-}
-
-
-void GLBench::DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
-                        const char* filename) {
-    // read back pixels
-    SkAutoTArray<uint32_t> readback(screenWidth * screenHeight);
-    GR_GL_CALL(gl, ReadPixels(0, // x
-                              0, // y
-                              screenWidth, // width
-                              screenHeight, // height
-                              GR_GL_RGBA, //format
-                              GR_GL_UNSIGNED_BYTE, //type
-                              readback.get()));
-
-    // dump png
-    SkBitmap bm;
-    if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
-        SkDebugf("couldn't allocate bitmap\n");
-        return;
-    }
-
-    bm.setPixels(readback.get());
-
-    if (!sk_tool_utils::EncodeImageToFile(filename, bm, SkEncodedImageFormat::kPNG, 100)) {
-        SkDebugf("------ failed to encode %s\n", filename);
-        remove(filename);   // remove any partial file
-        return;
-    }
-}
-
-#endif
diff --git a/bench/GLBench.h b/bench/GLBench.h
deleted file mode 100644
index a358894..0000000
--- a/bench/GLBench.h
+++ /dev/null
@@ -1,51 +0,0 @@
-/*
- * Copyright 2015 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#ifndef GLBench_DEFINED
-#define GLBench_DEFINED
-
-#include "Benchmark.h"
-#include "SkCanvas.h"
-#include "SkImageEncoder.h"
-
-#if SK_SUPPORT_GPU
-#include "gl/GrGLFunctions.h"
-
-class GrGLContext;
-struct GrGLInterface;
-
-/*
- * A virtual base class for microbenches which want to specifically test the performance of GL
- */
-
-class GLBench : public Benchmark {
-public:
-    GLBench() {}
-
-protected:
-    const GrGLContext* getGLContext(SkCanvas*);
-    virtual const GrGLContext* onGetGLContext(const GrGLContext* ctx) { return ctx; }
-    void onPreDraw(SkCanvas*) override;
-    virtual void setup(const GrGLContext*)=0;
-    void onPostDraw(SkCanvas* canvas) override;
-    virtual void teardown(const GrGLInterface*)=0;
-    void onDraw(int loops, SkCanvas*) override;
-    virtual void glDraw(int loops, const GrGLContext*)=0;
-    static GrGLuint CompileShader(const GrGLContext*, const char* shaderSrc, GrGLenum type);
-    static GrGLuint CreateProgram(const GrGLContext*, const char* vshader, const char* fshader);
-    static GrGLuint SetupFramebuffer(const GrGLInterface*, int screenWidth, int screenHeight);
-    static void DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
-                          const char* filename);
-
-
-private:
-    typedef Benchmark INHERITED;
-};
-
-
-#endif
-#endif
diff --git a/bench/GLInstancedArraysBench.cpp b/bench/GLInstancedArraysBench.cpp
deleted file mode 100644
index 42cb02a..0000000
--- a/bench/GLInstancedArraysBench.cpp
+++ /dev/null
@@ -1,385 +0,0 @@
-/*
- * Copyright 2015 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "Benchmark.h"
-#include "SkCanvas.h"
-#include "SkImageEncoder.h"
-
-#if SK_SUPPORT_GPU
-#include "GLBench.h"
-#include "GrShaderCaps.h"
-#include "GrShaderVar.h"
-#include "gl/GrGLContext.h"
-#include "gl/GrGLInterface.h"
-#include "gl/GrGLUtil.h"
-#include "../private/GrGLSL.h"
-
-/*
- * This is a native GL benchmark for instanced arrays vs vertex buffer objects.  To benchmark this
- * functionality, we draw n * kDrawMultipier triangles per run.  If this number is less than
- * kNumTri then we do a single draw, either with instances, or drawArrays.  Otherwise we do
- * multiple draws.
- *
- * Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws
- * issued.
- */
-
-class GLCpuPosInstancedArraysBench : public GLBench {
-public:
-    /*
-     * Clients can decide to use either:
-     * kUseOne_VboSetup      - one vertex buffer with colors and positions interleaved
-     * kUseTwo_VboSetup      - two vertex buffers, one for colors, one for positions
-     * kUseInstance_VboSetup - two vertex buffers, one with per vertex indices, one with per
-     *                         instance colors
-     */
-    enum VboSetup {
-        kUseOne_VboSetup,
-        kUseTwo_VboSetup,
-        kUseInstance_VboSetup,
-    };
-
-    /*
-     * drawDiv will act as a multiplier for the number of draws we issue if > 0. ie, 2 will issue
-     * 2x as many draws, 4 will issue 4x as many draws etc.  There is a limit however, which is
-     * kDrawMultipier.
-     */
-    GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv)
-        : fVboSetup(vboSetup)
-        , fDrawDiv(drawDiv)
-        , fProgram(0)
-        , fVAO(0) {
-        fName = VboSetupToStr(vboSetup, fDrawDiv);
-    }
-
-protected:
-    const char* onGetName() override {
-        return fName.c_str();
-    }
-
-    const GrGLContext* onGetGLContext(const GrGLContext*) override;
-    void setup(const GrGLContext*) override;
-    void glDraw(int loops, const GrGLContext*) override;
-    void teardown(const GrGLInterface*) override;
-
-private:
-    void setupInstanceVbo(const GrGLInterface*, const SkMatrix*);
-    void setupDoubleVbo(const GrGLInterface*, const SkMatrix*);
-    void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
-    GrGLuint setupShader(const GrGLContext*);
-
-    static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) {
-        SkString name("GLInstancedArraysBench");
-        switch (vboSetup) {
-            default:
-            case kUseOne_VboSetup:
-                name.appendf("_one_%u", drawDiv);
-                break;
-            case kUseTwo_VboSetup:
-                name.appendf("_two_%u", drawDiv);
-                break;
-            case kUseInstance_VboSetup:
-                name.append("_instance");
-                break;
-        }
-        return name;
-    }
-
-    static const GrGLuint kScreenWidth = 800;
-    static const GrGLuint kScreenHeight = 600;
-    static const uint32_t kNumTri = 10000;
-    static const uint32_t kVerticesPerTri = 3;
-    static const uint32_t kDrawMultiplier = 512;
-
-    SkString fName;
-    VboSetup fVboSetup;
-    uint32_t fDrawDiv;
-    SkTArray<GrGLuint> fBuffers;
-    GrGLuint fProgram;
-    GrGLuint fVAO;
-    GrGLuint fTexture;
-};
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) {
-    const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
-    const char* version = shaderCaps->versionDeclString();
-
-    // setup vertex shader
-    GrShaderVar aPosition("a_position", kHalf2_GrSLType, GrShaderVar::kIn_TypeModifier);
-    GrShaderVar aColor("a_color", kHalf3_GrSLType, GrShaderVar::kIn_TypeModifier);
-    GrShaderVar oColor("o_color", kHalf3_GrSLType, GrShaderVar::kOut_TypeModifier);
-
-    SkString vshaderTxt(version);
-    aPosition.appendDecl(shaderCaps, &vshaderTxt);
-    vshaderTxt.append(";\n");
-    aColor.appendDecl(shaderCaps, &vshaderTxt);
-    vshaderTxt.append(";\n");
-    oColor.appendDecl(shaderCaps, &vshaderTxt);
-    vshaderTxt.append(";\n");
-
-    vshaderTxt.append(
-            "void main()\n"
-            "{\n"
-                "sk_Position = float4(a_position, 0., 1.);\n"
-                "o_color = a_color;\n"
-            "}\n");
-
-    // setup fragment shader
-    SkString fshaderTxt(version);
-    oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier);
-    oColor.appendDecl(shaderCaps, &fshaderTxt);
-    fshaderTxt.append(";\n");
-
-    fshaderTxt.append(
-            "void main()\n"
-            "{\n"
-                "sk_FragColor = float4(o_color, 1.0);\n"
-            "}\n");
-
-    return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
-}
-
-template<typename Func>
-static void setup_matrices(int numQuads, Func f) {
-    // We draw a really small triangle so we are not fill rate limited
-    for (int i = 0 ; i < numQuads; i++) {
-        SkMatrix m = SkMatrix::I();
-        m.setScale(0.0001f, 0.0001f);
-        f(m);
-    }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) {
-    // We only care about gpus with drawArraysInstanced support
-    if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
-        return nullptr;
-    }
-    return ctx;
-}
-
-void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl,
-                                                    const SkMatrix* viewMatrices) {
-    // We draw all of the instances at a single place because we aren't allowed to have per vertex
-    // per instance attributes
-    SkPoint positions[kVerticesPerTri];
-    positions[0].set(-1.0f, -1.0f);
-    positions[1].set( 1.0f, -1.0f);
-    positions[2].set( 1.0f,  1.0f);
-    viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri);
-
-    // setup colors so we can detect we are actually drawing instances(the last triangle will be
-    // a different color)
-    GrGLfloat colors[kVerticesPerTri * kNumTri];
-    for (uint32_t i = 0; i < kNumTri; i++) {
-        // set colors
-        uint32_t offset = i * kVerticesPerTri;
-        float color = i == kNumTri - 1 ? 1.0f : 0.0f;
-        colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
-    }
-
-    GrGLuint posVBO;
-    // setup position VBO
-    GR_GL_CALL(gl, GenBuffers(1, &posVBO));
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
-    GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
-    GR_GL_CALL(gl, EnableVertexAttribArray(0));
-    GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
-                                       (GrGLvoid*)0));
-
-    // setup color VBO
-    GrGLuint instanceVBO;
-    GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
-    GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
-    GR_GL_CALL(gl, EnableVertexAttribArray(1));
-    GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
-                                       (GrGLvoid*)0));
-    GR_GL_CALL(gl, VertexAttribDivisor(1, 1));
-    fBuffers.push_back(posVBO);
-    fBuffers.push_back(instanceVBO);
-}
-
-void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl,
-                                                  const SkMatrix* viewMatrices) {
-    // Constants for our various shader programs
-    SkPoint positions[kVerticesPerTri * kNumTri];
-    GrGLfloat colors[kVerticesPerTri * kNumTri * 3];
-    for (uint32_t i = 0; i < kNumTri; i++) {
-        SkPoint* position = &positions[i * kVerticesPerTri];
-        position[0].set(-1.0f, -1.0f);
-        position[1].set( 1.0f, -1.0f);
-        position[2].set( 1.0f,  1.0f);
-        viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri);
-
-        // set colors
-        float color = i == kNumTri - 1 ? 1.0f : 0.0f;
-        uint32_t offset = i * kVerticesPerTri * 3;
-        for (uint32_t j = 0; j < kVerticesPerTri; j++) {
-            colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
-        }
-    }
-
-    GrGLuint posVBO, colorVBO;
-    // setup position VBO
-    GR_GL_CALL(gl, GenBuffers(1, &posVBO));
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
-    GR_GL_CALL(gl, EnableVertexAttribArray(0));
-    GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
-                                       (GrGLvoid*)0));
-    GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
-
-    // setup color VBO
-    GR_GL_CALL(gl, GenBuffers(1, &colorVBO));
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO));
-    GR_GL_CALL(gl, EnableVertexAttribArray(1));
-    GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
-                                       (GrGLvoid*)0));
-    GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
-
-    fBuffers.push_back(posVBO);
-    fBuffers.push_back(colorVBO);
-}
-
-struct Vertex {
-    SkPoint fPositions;
-    GrGLfloat fColors[3];
-};
-
-void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
-                                                  const SkMatrix* viewMatrices) {
-    // Constants for our various shader programs
-    Vertex vertices[kVerticesPerTri * kNumTri];
-    for (uint32_t i = 0; i < kNumTri; i++) {
-        Vertex* v = &vertices[i * kVerticesPerTri];
-        v[0].fPositions.set(-1.0f, -1.0f);
-        v[1].fPositions.set( 1.0f, -1.0f);
-        v[2].fPositions.set( 1.0f,  1.0f);
-
-        SkPoint* position = reinterpret_cast<SkPoint*>(v);
-        viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
-
-        // set colors
-        float color = i == kNumTri - 1 ? 1.0f : 0.0f;
-        for (uint32_t j = 0; j < kVerticesPerTri; j++) {
-            uint32_t offset = 0;
-            v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f;
-            v++;
-        }
-    }
-
-    GrGLuint vbo;
-    // setup VBO
-    GR_GL_CALL(gl, GenBuffers(1, &vbo));
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo));
-    GR_GL_CALL(gl, EnableVertexAttribArray(0));
-    GR_GL_CALL(gl, EnableVertexAttribArray(1));
-    GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
-                                       (GrGLvoid*)0));
-    GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
-                                       (GrGLvoid*)(sizeof(SkPoint))));
-    GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
-    fBuffers.push_back(vbo);
-}
-
-void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
-    const GrGLInterface* gl = ctx->interface();
-    fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
-
-    fProgram = this->setupShader(ctx);
-
-    // setup matrices
-    int index = 0;
-    SkMatrix viewMatrices[kNumTri];
-    setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) {
-        viewMatrices[index++] = m;
-    });
-
-    // setup VAO
-    GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
-    GR_GL_CALL(gl, BindVertexArray(fVAO));
-
-    switch (fVboSetup) {
-        case kUseOne_VboSetup:
-            this->setupSingleVbo(gl, viewMatrices);
-            break;
-        case kUseTwo_VboSetup:
-            this->setupDoubleVbo(gl, viewMatrices);
-            break;
-        case kUseInstance_VboSetup:
-            this->setupInstanceVbo(gl, viewMatrices);
-            break;
-    }
-
-    // clear screen
-    GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
-    GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
-
-    // set us up to draw
-    GR_GL_CALL(gl, UseProgram(fProgram));
-    GR_GL_CALL(gl, BindVertexArray(fVAO));
-}
-
-void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) {
-    const GrGLInterface* gl = ctx->interface();
-
-    uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ?  kNumTri :
-                                                     kDrawMultiplier / fDrawDiv;
-    uint32_t trianglesToDraw = loops * kDrawMultiplier;
-
-    if (kUseInstance_VboSetup == fVboSetup) {
-        while (trianglesToDraw > 0) {
-            uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
-            GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles));
-            trianglesToDraw -= triangles;
-        }
-    } else {
-        while (trianglesToDraw > 0) {
-            uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
-            GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
-            trianglesToDraw -= triangles;
-        }
-    }
-
-#if 0
-    //const char* filename = "/data/local/tmp/out.png";
-    SkString filename("out");
-    filename.appendf("_%s.png", this->getName());
-    DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
-#endif
-}
-
-void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
-    GR_GL_CALL(gl, BindVertexArray(0));
-    GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
-    GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
-    GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
-    GR_GL_CALL(gl, DeleteProgram(fProgram));
-    GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
-    GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
-    fBuffers.reset();
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) )
-DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) )
-
-#endif
diff --git a/bench/GLVec4ScalarBench.cpp b/bench/GLVec4ScalarBench.cpp
deleted file mode 100644
index b007a7a..0000000
--- a/bench/GLVec4ScalarBench.cpp
+++ /dev/null
@@ -1,289 +0,0 @@
-/*
- * Copyright 2015 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkMatrix.h"
-#include "SkPoint.h"
-#include "SkString.h"
-
-#if SK_SUPPORT_GPU
-#include "GLBench.h"
-#include "GrShaderCaps.h"
-#include "GrShaderVar.h"
-#include "gl/GrGLContext.h"
-#include "gl/GrGLInterface.h"
-#include "gl/GrGLUtil.h"
-#include "../private/GrGLSL.h"
-
-#include <stdio.h>
-
-/**
- * This is a GL benchmark for comparing the performance of using vec4 or float for coverage in GLSL.
- * The generated shader code from this bench will draw several overlapping circles, one in each
- * stage, to simulate coverage calculations.  The number of circles (i.e. the number of stages) can
- * be set as a parameter.
- */
-
-class GLVec4ScalarBench : public GLBench {
-public:
-    /*
-     * Use float or vec4 as GLSL data type for the output coverage
-     */
-    enum CoverageSetup {
-        kUseScalar_CoverageSetup,
-        kUseVec4_CoverageSetup,
-    };
-
-    /*
-     * numStages determines the number of shader stages before the XP,
-     * which consequently determines how many circles are drawn
-     */
-    GLVec4ScalarBench(CoverageSetup coverageSetup, uint32_t numStages)
-        : fCoverageSetup(coverageSetup)
-        , fNumStages(numStages)
-        , fVboId(0)
-        , fProgram(0) {
-        fName = NumStagesSetupToStr(coverageSetup, numStages);
-    }
-
-protected:
-    const char* onGetName() override {
-        return fName.c_str();
-    }
-
-    void setup(const GrGLContext*) override;
-    void glDraw(int loops, const GrGLContext*) override;
-    void teardown(const GrGLInterface*) override;
-
-private:
-    void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
-    GrGLuint setupShader(const GrGLContext*);
-
-
-    static SkString NumStagesSetupToStr(CoverageSetup coverageSetup, uint32_t numStages) {
-        SkString name("GLVec4ScalarBench");
-        switch (coverageSetup) {
-            default:
-            case kUseScalar_CoverageSetup:
-                name.appendf("_scalar_%u_stage", numStages);
-                break;
-            case kUseVec4_CoverageSetup:
-                name.appendf("_vec4_%u_stage", numStages);
-                break;
-        }
-        return name;
-    }
-
-    static const GrGLuint kScreenWidth = 800;
-    static const GrGLuint kScreenHeight = 600;
-    static const uint32_t kNumTriPerDraw = 512;
-    static const uint32_t kVerticesPerTri = 3;
-
-    SkString fName;
-    CoverageSetup fCoverageSetup;
-    uint32_t fNumStages;
-    GrGLuint fVboId;
-    GrGLuint fProgram;
-    GrGLuint fFboTextureId;
-};
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) {
-    const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
-    const char* version = shaderCaps->versionDeclString();
-
-    // this shader draws fNumStages overlapping circles of increasing opacity (coverage) and
-    // decreasing size, with the center of each subsequent circle closer to the bottom-right
-    // corner of the screen than the previous circle.
-
-    // set up vertex shader; this is a trivial vertex shader that passes through position and color
-    GrShaderVar aPosition("a_position", kHalf2_GrSLType, GrShaderVar::kIn_TypeModifier);
-    GrShaderVar oPosition("o_position", kHalf2_GrSLType, GrShaderVar::kOut_TypeModifier);
-    GrShaderVar aColor("a_color", kHalf3_GrSLType, GrShaderVar::kIn_TypeModifier);
-    GrShaderVar oColor("o_color", kHalf3_GrSLType, GrShaderVar::kOut_TypeModifier);
-
-    SkString vshaderTxt(version);
-    aPosition.appendDecl(shaderCaps, &vshaderTxt);
-    vshaderTxt.append(";\n");
-    aColor.appendDecl(shaderCaps, &vshaderTxt);
-    vshaderTxt.append(";\n");
-    oPosition.appendDecl(shaderCaps, &vshaderTxt);
-    vshaderTxt.append(";\n");
-    oColor.appendDecl(shaderCaps, &vshaderTxt);
-    vshaderTxt.append(";\n");
-
-    vshaderTxt.append(
-            "void main()\n"
-            "{\n"
-            "    sk_Position = float4(a_position, 0.0, 1.0);\n"
-            "    o_position = a_position;\n"
-            "    o_color = a_color;\n"
-            "}\n");
-
-    // set up fragment shader; this fragment shader will have fNumStages coverage stages plus an
-    // XP stage at the end.  Each coverage stage computes the pixel's distance from some hard-
-    // coded center and compare that to some hard-coded circle radius to compute a coverage.
-    // Then, this coverage is mixed with the coverage from the previous stage and passed to the
-    // next stage.
-    SkString fshaderTxt(version);
-    oPosition.setTypeModifier(GrShaderVar::kIn_TypeModifier);
-    oPosition.appendDecl(shaderCaps, &fshaderTxt);
-    fshaderTxt.append(";\n");
-    oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier);
-    oColor.appendDecl(shaderCaps, &fshaderTxt);
-    fshaderTxt.append(";\n");
-
-    fshaderTxt.appendf(
-            "void main()\n"
-            "{\n"
-            "    half4 outputColor;\n"
-            "    %s outputCoverage;\n"
-            "    outputColor = half4(%s, 1.0);\n"
-            "    outputCoverage = %s;\n",
-            fCoverageSetup == kUseVec4_CoverageSetup ? "half4" : "half",
-            oColor.getName().c_str(),
-            fCoverageSetup == kUseVec4_CoverageSetup ? "half4(1.0)" : "1.0"
-            );
-
-    float radius = 1.0f;
-    for (uint32_t i = 0; i < fNumStages; i++) {
-        float centerX = 1.0f - radius;
-        float centerY = 1.0f - radius;
-        fshaderTxt.appendf(
-            "    {\n"
-            "        half d = length(%s - half2(%f, %f));\n"
-            "        half edgeAlpha = clamp(100.0 * (%f - d), 0.0, 1.0);\n"
-            "        outputCoverage = 0.5 * outputCoverage + 0.5 * %s;\n"
-            "    }\n",
-            oPosition.getName().c_str(), centerX, centerY,
-            radius,
-            fCoverageSetup == kUseVec4_CoverageSetup ? "half4(edgeAlpha)" : "edgeAlpha"
-            );
-        radius *= 0.8f;
-    }
-    fshaderTxt.append(
-            "    {\n"
-            "        sk_FragColor = outputColor * outputCoverage;\n"
-            "    }\n"
-            "}\n");
-
-    return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
-}
-
-template<typename Func>
-static void setup_matrices(int numQuads, Func f) {
-    // We draw a really small triangle so we are not fill rate limited
-    for (int i = 0 ; i < numQuads; i++) {
-        SkMatrix m = SkMatrix::I();
-        m.setScale(0.01f, 0.01f);
-        f(m);
-    }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-struct Vertex {
-    SkPoint fPositions;
-    GrGLfloat fColors[3];
-};
-
-void GLVec4ScalarBench::setupSingleVbo(const GrGLInterface* gl, const SkMatrix* viewMatrices) {
-    // triangles drawn will alternate between the top-right half of the screen and the bottom-left
-    // half of the screen
-    Vertex vertices[kVerticesPerTri * kNumTriPerDraw];
-    for (uint32_t i = 0; i < kNumTriPerDraw; i++) {
-        Vertex* v = &vertices[i * kVerticesPerTri];
-        if (i % 2 == 0) {
-            v[0].fPositions.set(-1.0f, -1.0f);
-            v[1].fPositions.set( 1.0f, -1.0f);
-            v[2].fPositions.set( 1.0f,  1.0f);
-        } else {
-            v[0].fPositions.set(-1.0f, -1.0f);
-            v[1].fPositions.set( 1.0f, 1.0f);
-            v[2].fPositions.set( -1.0f, 1.0f);
-        }
-        SkPoint* position = reinterpret_cast<SkPoint*>(v);
-        viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
-
-        GrGLfloat color[3] = {1.0f, 0.0f, 1.0f};
-        for (uint32_t j = 0; j < kVerticesPerTri; j++) {
-            v->fColors[0] = color[0];
-            v->fColors[1] = color[1];
-            v->fColors[2] = color[2];
-            v++;
-        }
-    }
-
-    GR_GL_CALL(gl, GenBuffers(1, &fVboId));
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVboId));
-    GR_GL_CALL(gl, EnableVertexAttribArray(0));
-    GR_GL_CALL(gl, EnableVertexAttribArray(1));
-    GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
-                                       (GrGLvoid*)0));
-    GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
-                                       (GrGLvoid*)(sizeof(SkPoint))));
-    GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
-}
-
-void GLVec4ScalarBench::setup(const GrGLContext* ctx) {
-    const GrGLInterface* gl = ctx->interface();
-    if (!gl) {
-        SK_ABORT("GL interface is nullptr in setup()!\n");
-    }
-    fFboTextureId = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
-
-    fProgram = this->setupShader(ctx);
-
-    int index = 0;
-    SkMatrix viewMatrices[kNumTriPerDraw];
-    setup_matrices(kNumTriPerDraw, [&index, &viewMatrices](const SkMatrix& m) {
-        viewMatrices[index++] = m;
-    });
-    this->setupSingleVbo(gl, viewMatrices);
-
-    GR_GL_CALL(gl, UseProgram(fProgram));
-}
-
-void GLVec4ScalarBench::glDraw(int loops, const GrGLContext* ctx) {
-    const GrGLInterface* gl = ctx->interface();
-
-    for (int i = 0; i < loops; i++) {
-        GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * kNumTriPerDraw));
-    }
-
-// using -w when running nanobench will not produce correct images;
-// changing this to #if 1 will write the correct images to the Skia folder.
-#if 0
-    SkString filename("out");
-    filename.appendf("_%s.png", this->getName());
-    DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
-#endif
-}
-
-void GLVec4ScalarBench::teardown(const GrGLInterface* gl) {
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
-    GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
-    GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
-    GR_GL_CALL(gl, DeleteTextures(1, &fFboTextureId));
-    GR_GL_CALL(gl, DeleteProgram(fProgram));
-    GR_GL_CALL(gl, DeleteBuffers(1, &fVboId));
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 1) )
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 1) )
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 2) )
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 2) )
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 4) )
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 4) )
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 6) )
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 6) )
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 8) )
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 8) )
-
-#endif
diff --git a/bench/GLVertexAttributesBench.cpp b/bench/GLVertexAttributesBench.cpp
deleted file mode 100644
index 2c073b4..0000000
--- a/bench/GLVertexAttributesBench.cpp
+++ /dev/null
@@ -1,257 +0,0 @@
-/*
- * Copyright 2015 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "Benchmark.h"
-#include "SkCanvas.h"
-#include "SkImageEncoder.h"
-
-#if SK_SUPPORT_GPU
-#include "GLBench.h"
-#include "GrShaderCaps.h"
-#include "GrShaderVar.h"
-#include "gl/GrGLContext.h"
-#include "gl/GrGLInterface.h"
-#include "gl/GrGLUtil.h"
-#include "../private/GrGLSL.h"
-#include <stdio.h>
-
-/*
- * This is a native GL benchmark for determining the cost of uploading vertex attributes
- */
-class GLVertexAttributesBench : public GLBench {
-public:
-    GLVertexAttributesBench(uint32_t attribs)
-        : fTexture(0)
-        , fBuffers(0)
-        , fProgram(0)
-        , fVBO(0)
-        , fAttribs(attribs)
-        , fStride(2 * sizeof(SkPoint) + fAttribs * sizeof(GrGLfloat) * 4) {
-        fName.appendf("GLVertexAttributesBench_%d", fAttribs);
-    }
-
-protected:
-    const char* onGetName() override { return fName.c_str(); }
-    void setup(const GrGLContext*) override;
-    void glDraw(int loops, const GrGLContext*) override;
-    void teardown(const GrGLInterface*) override;
-
-    static const GrGLuint kScreenWidth = 800;
-    static const GrGLuint kScreenHeight = 600;
-    static const uint32_t kNumTri = 10000;
-    static const uint32_t kVerticesPerTri = 3;
-    static const uint32_t kDrawMultiplier = 512;
-    static const uint32_t kMaxAttribs = 7;
-
-private:
-    GrGLuint setupShader(const GrGLContext*, uint32_t attribs, uint32_t maxAttribs);
-
-    GrGLuint fTexture;
-    SkTArray<GrGLuint> fBuffers;
-    GrGLuint fProgram;
-    GrGLuint fVBO;
-    SkTArray<unsigned char> fVertices;
-    uint32_t fAttribs;
-    size_t fStride;
-    SkString fName;
-    typedef Benchmark INHERITED;
-};
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-GrGLuint GLVertexAttributesBench::setupShader(const GrGLContext* ctx, uint32_t attribs,
-                                              uint32_t maxAttribs) {
-    const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
-    const char* version = shaderCaps->versionDeclString();
-
-    // setup vertex shader
-    GrShaderVar aPosition("a_position", kFloat4_GrSLType, GrShaderVar::kIn_TypeModifier);
-    SkTArray<GrShaderVar> aVars;
-    SkTArray<GrShaderVar> oVars;
-
-    SkString vshaderTxt(version);
-    aPosition.appendDecl(shaderCaps, &vshaderTxt);
-    vshaderTxt.append(";\n");
-
-    for (uint32_t i = 0; i < attribs; i++) {
-        SkString aname;
-        aname.appendf("a_color_%d", i);
-        aVars.push_back(GrShaderVar(aname.c_str(),
-                                    kHalf4_GrSLType,
-                                    GrShaderVar::kIn_TypeModifier));
-        aVars.back().appendDecl(shaderCaps, &vshaderTxt);
-        vshaderTxt.append(";\n");
-
-    }
-
-    for (uint32_t i = 0; i < maxAttribs; i++) {
-        SkString oname;
-        oname.appendf("o_color_%d", i);
-        oVars.push_back(GrShaderVar(oname.c_str(),
-                                    kHalf4_GrSLType,
-                                    GrShaderVar::kOut_TypeModifier));
-        oVars.back().appendDecl(shaderCaps, &vshaderTxt);
-        vshaderTxt.append(";\n");
-    }
-
-    vshaderTxt.append(
-            "void main()\n"
-            "{\n"
-                "sk_Position = a_position;\n");
-
-    for (uint32_t i = 0; i < attribs; i++) {
-        vshaderTxt.appendf("%s = %s;\n", oVars[i].c_str(), aVars[i].c_str());
-    }
-
-    // Passthrough position as a dummy
-    for (uint32_t i = attribs; i < maxAttribs; i++) {
-        vshaderTxt.appendf("%s = float4(0, 0, 0, 1);\n", oVars[i].c_str());
-    }
-
-    vshaderTxt.append("}\n");
-
-    // setup fragment shader
-    SkString fshaderTxt(version);
-
-    for (uint32_t i = 0; i < maxAttribs; i++) {
-        oVars[i].setTypeModifier(GrShaderVar::kIn_TypeModifier);
-        oVars[i].appendDecl(shaderCaps, &fshaderTxt);
-        fshaderTxt.append(";\n");
-    }
-
-    fshaderTxt.append(
-            "void main()\n"
-            "{\n"
-               "sk_FragColor = ");
-
-    fshaderTxt.appendf("%s", oVars[0].c_str());
-    for (uint32_t i = 1; i < maxAttribs; i++) {
-        fshaderTxt.appendf(" + %s", oVars[i].c_str());
-    }
-
-    fshaderTxt.append(";\n"
-                      "}\n");
-
-    return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-void GLVertexAttributesBench::setup(const GrGLContext* ctx) {
-    const GrGLInterface* gl = ctx->interface();
-    fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
-
-    fProgram = setupShader(ctx, fAttribs, kMaxAttribs);
-
-    // setup matrices
-    SkMatrix viewMatrices[kNumTri];
-    for (uint32_t i = 0 ; i < kNumTri; i++) {
-        SkMatrix m = SkMatrix::I();
-        m.setScale(0.0001f, 0.0001f);
-        viewMatrices[i] = m;
-    }
-
-    // presetup vertex attributes, color is set to be a light gray no matter how many vertex
-    // attributes are used
-    float targetColor = 0.9f;
-    float colorContribution = targetColor / fAttribs;
-    fVertices.reset(static_cast<int>(kVerticesPerTri * kNumTri * fStride));
-    for (uint32_t i = 0; i < kNumTri; i++) {
-        unsigned char* ptr = &fVertices[static_cast<int>(i * kVerticesPerTri * fStride)];
-        SkPoint* p = reinterpret_cast<SkPoint*>(ptr);
-        p->set(-1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
-        p = reinterpret_cast<SkPoint*>(ptr + fStride);
-        p->set( 1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
-        p = reinterpret_cast<SkPoint*>(ptr + fStride * 2);
-        p->set( 1.0f,  1.0f); p++; p->set( 0.0f, 1.0f);
-
-        SkPoint* position = reinterpret_cast<SkPoint*>(ptr);
-        viewMatrices[i].mapPointsWithStride(position, fStride, kVerticesPerTri);
-
-        // set colors
-        for (uint32_t j = 0; j < kVerticesPerTri; j++) {
-            GrGLfloat* f = reinterpret_cast<GrGLfloat*>(ptr + 2 * sizeof(SkPoint) + fStride * j);
-            for (uint32_t k = 0; k < fAttribs * 4; k += 4) {
-                f[k] = colorContribution;
-                f[k + 1] = colorContribution;
-                f[k + 2] = colorContribution;
-                f[k + 3] = 1.0f;
-            }
-        }
-    }
-
-    GR_GL_CALL(gl, GenBuffers(1, &fVBO));
-    fBuffers.push_back(fVBO);
-
-    // clear screen
-    GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
-    GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
-
-    // set us up to draw
-    GR_GL_CALL(gl, UseProgram(fProgram));
-}
-
-void GLVertexAttributesBench::glDraw(int loops, const GrGLContext* ctx) {
-    const GrGLInterface* gl = ctx->interface();
-
-    // upload vertex attributes
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVBO));
-    GR_GL_CALL(gl, EnableVertexAttribArray(0));
-    GR_GL_CALL(gl, VertexAttribPointer(0, 4, GR_GL_FLOAT, GR_GL_FALSE, (GrGLsizei)fStride,
-                                       (GrGLvoid*)0));
-
-    size_t runningStride = 2 * sizeof(SkPoint);
-    for (uint32_t i = 0; i < fAttribs; i++) {
-        int attribId = i + 1;
-        GR_GL_CALL(gl, EnableVertexAttribArray(attribId));
-        GR_GL_CALL(gl, VertexAttribPointer(attribId, 4, GR_GL_FLOAT, GR_GL_FALSE,
-                                           (GrGLsizei)fStride, (GrGLvoid*)(runningStride)));
-        runningStride += sizeof(GrGLfloat) * 4;
-    }
-
-    GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, fVertices.count(), fVertices.begin(),
-                              GR_GL_STREAM_DRAW));
-
-    uint32_t maxTrianglesPerFlush = kNumTri;
-    uint32_t trianglesToDraw = loops * kDrawMultiplier;
-
-    while (trianglesToDraw > 0) {
-        uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
-        GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
-        trianglesToDraw -= triangles;
-    }
-
-#if 0
-    //const char* filename = "/data/local/tmp/out.png";
-    SkString filename("out");
-    filename.appendf("_%s.png", this->getName());
-    DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
-#endif
-}
-
-void GLVertexAttributesBench::teardown(const GrGLInterface* gl) {
-    // teardown
-    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
-    GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
-    GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
-    GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
-    GR_GL_CALL(gl, DeleteProgram(fProgram));
-    GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
-    fBuffers.reset();
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-DEF_BENCH( return new GLVertexAttributesBench(0) )
-DEF_BENCH( return new GLVertexAttributesBench(1) )
-DEF_BENCH( return new GLVertexAttributesBench(2) )
-DEF_BENCH( return new GLVertexAttributesBench(3) )
-DEF_BENCH( return new GLVertexAttributesBench(4) )
-DEF_BENCH( return new GLVertexAttributesBench(5) )
-DEF_BENCH( return new GLVertexAttributesBench(6) )
-DEF_BENCH( return new GLVertexAttributesBench(7) )
-#endif
diff --git a/gn/bench.gni b/gn/bench.gni
index 36569e5..e56c2e5 100644
--- a/gn/bench.gni
+++ b/gn/bench.gni
@@ -47,10 +47,6 @@
   "$_bench/FSRectBench.cpp",
   "$_bench/GameBench.cpp",
   "$_bench/GeometryBench.cpp",
-  "$_bench/GLBench.cpp",
-  "$_bench/GLInstancedArraysBench.cpp",
-  "$_bench/GLVec4ScalarBench.cpp",
-  "$_bench/GLVertexAttributesBench.cpp",
   "$_bench/GMBench.cpp",
   "$_bench/GradientBench.cpp",
   "$_bench/GrMemoryPoolBench.cpp",