Revert "converted vertex shaders to device coords"
This reverts commit e7e81c15c144b8133f696d0744ed9f7e8d06e936.
Reason for revert: Chrome perf regressions
Bug: skia:
Change-Id: I17fadc97c4b8e80bfdccbf123554614a00c58473
Reviewed-on: https://skia-review.googlesource.com/99040
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/gpu/gl/GrGLUniformHandler.cpp b/src/gpu/gl/GrGLUniformHandler.cpp
index 39392f9..b3b4b9f 100644
--- a/src/gpu/gl/GrGLUniformHandler.cpp
+++ b/src/gpu/gl/GrGLUniformHandler.cpp
@@ -10,19 +10,10 @@
#include "gl/GrGLCaps.h"
#include "gl/GrGLGpu.h"
#include "gl/builders/GrGLProgramBuilder.h"
-#include "SkSLCompiler.h"
#define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
#define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
-bool valid_name(const char* name) {
- // disallow unknown names that start with "sk_"
- if (!strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
- return !strcmp(name, SkSL::Compiler::RTADJUST_NAME);
- }
- return true;
-}
-
GrGLSLUniformHandler::UniformHandle GrGLUniformHandler::internalAddUniformArray(
uint32_t visibility,
GrSLType type,
@@ -32,7 +23,6 @@
int arrayCount,
const char** outName) {
SkASSERT(name && strlen(name));
- SkASSERT(valid_name(name));
SkASSERT(0 != visibility);
SkASSERT(kDefault_GrSLPrecision == precision || GrSLTypeTemporarilyAcceptsPrecision(type));
@@ -46,7 +36,7 @@
// uniform view matrix, they should upload the view matrix in their setData along with regular
// uniforms.
char prefix = 'u';
- if ('u' == name[0] || !strncmp(name, GR_NO_MANGLE_PREFIX, strlen(GR_NO_MANGLE_PREFIX))) {
+ if ('u' == name[0]) {
prefix = '\0';
}
fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);