Remove ability to sample textures in vertex or geometry shaders.
Bug: skia:
Change-Id: I69cd07a4bbe4879e855fb4aa6289a049adf4e059
Reviewed-on: https://skia-review.googlesource.com/c/160021
Commit-Queue: Greg Daniel <egdaniel@google.com>
Reviewed-by: Chris Dalton <csmartdalton@google.com>
diff --git a/src/gpu/gl/GrGLUniformHandler.cpp b/src/gpu/gl/GrGLUniformHandler.cpp
index 0d57a14..7551e9a 100644
--- a/src/gpu/gl/GrGLUniformHandler.cpp
+++ b/src/gpu/gl/GrGLUniformHandler.cpp
@@ -61,13 +61,11 @@
return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
}
-GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(uint32_t visibility,
- GrSwizzle swizzle,
+GrGLSLUniformHandler::SamplerHandle GrGLUniformHandler::addSampler(GrSwizzle swizzle,
GrTextureType type,
GrSLPrecision precision,
const char* name) {
SkASSERT(name && strlen(name));
- SkASSERT(0 != visibility);
SkString mangleName;
char prefix = 'u';
@@ -79,7 +77,7 @@
sampler.fVariable.setPrecision(precision);
sampler.fVariable.setName(mangleName);
sampler.fLocation = -1;
- sampler.fVisibility = visibility;
+ sampler.fVisibility = kFragment_GrShaderFlag;
fSamplerSwizzles.push_back(swizzle);
SkASSERT(fSamplers.count() == fSamplerSwizzles.count());
return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);