Removed uneeded code
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@@ -1300,20 +1300,6 @@ bool RuntimeHost::TryAdvanceFrame()
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return true;
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}
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bool RuntimeHost::BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error)
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{
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std::vector<ShaderPassBuildSource> passSources;
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if (!BuildLayerPassFragmentShaderSources(layerId, passSources, error))
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return false;
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if (passSources.empty())
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{
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error = "Shader layer produced no compiled passes: " + layerId;
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return false;
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}
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fragmentShaderSource = passSources.front().fragmentShaderSource;
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return true;
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}
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bool RuntimeHost::BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error)
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{
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try
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@@ -51,7 +51,6 @@ public:
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void AdvanceFrame();
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bool TryAdvanceFrame();
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bool BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error);
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bool BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error);
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std::vector<RuntimeRenderState> GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const;
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bool TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;
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