From 63371ff59c129184970435255ab2cc003bf85331 Mon Sep 17 00:00:00 2001 From: samcake Date: Tue, 30 Jan 2018 17:17:22 -0800 Subject: [PATCH] Fix the android build --- .../gpu-gles/src/gpu/gl/GLBackendShader.cpp | 35 ------------------- 1 file changed, 35 deletions(-) diff --git a/libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp b/libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp index 1d7636c159..350e95b46a 100644 --- a/libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp +++ b/libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp @@ -56,41 +56,6 @@ static const std::array VERSION_DEFINES { { stereoVersion } }; -GLShader* GLBackend::compileBackendShader(const Shader& shader, Shader::CompilationHandler handler) { - // Any GLSLprogram ? normally yes... - const std::string& shaderSource = shader.getSource().getCode(); - GLenum shaderDomain = SHADER_DOMAINS[shader.getType()]; - GLShader::ShaderObjects shaderObjects; - Shader::CompilationLogs compilationLogs(GLShader::NumVersions); - - for (int version = 0; version < GLShader::NumVersions; version++) { - auto& shaderObject = shaderObjects[version]; - - std::string shaderDefines = getBackendShaderHeader() + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version] - + "\n#extension GL_EXT_texture_buffer : enable" - + "\nprecision lowp float; // check precision 2" - + "\nprecision lowp samplerBuffer;" - + "\nprecision lowp sampler2DShadow;"; - std::string error; - -#ifdef SEPARATE_PROGRAM - bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram, error); -#else - bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, error); -#endif - if (!result) { - qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << error.c_str(); - return nullptr; - } - } - - // So far so good, the shader is created successfully - GLShader* object = new GLShader(this->shared_from_this()); - object->_shaderObjects = shaderObjects; - - return object; -} - GLShader* GLBackend::compileBackendShader(const Shader& shader, Shader::CompilationHandler handler) { // Any GLSLprogram ? normally yes... const std::string& shaderSource = shader.getSource().getCode();