Transformer GL: Remove obsolete TODOs.

We won't try to provide/rethrow helpful error messages that are already
provided by GL, as this sort of task would expand into writing a GL verifier.
A Gl verifier is unnecessarily complex for minimal payoff, especially as Apps
expected to read GL error messages would mostly be those writing custom
GlFrameProcessors, who should be already be familiar with reading GL error
messages anyways.

PiperOrigin-RevId: 446950837
This commit is contained in:
huangdarwin 2022-05-06 12:06:40 +01:00 committed by Ian Baker
parent 4f616d6003
commit e60ba54ddf
2 changed files with 0 additions and 4 deletions

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@ -65,8 +65,6 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull;
checkArgument(inputHeight > 0, "inputHeight must be positive"); checkArgument(inputHeight > 0, "inputHeight must be positive");
size = new Size(inputWidth, inputHeight); size = new Size(inputWidth, inputHeight);
// TODO(b/205002913): check the loaded program is consistent with the attributes and uniforms
// expected in the code.
String vertexShaderFilePath = String vertexShaderFilePath =
enableExperimentalHdrEditing enableExperimentalHdrEditing
? VERTEX_SHADER_TEX_TRANSFORM_ES3_PATH ? VERTEX_SHADER_TEX_TRANSFORM_ES3_PATH

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@ -82,8 +82,6 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull;
checkArgument(inputHeight > 0, "inputHeight must be positive"); checkArgument(inputHeight > 0, "inputHeight must be positive");
outputSize = matrixTransformation.configure(inputWidth, inputHeight); outputSize = matrixTransformation.configure(inputWidth, inputHeight);
// TODO(b/205002913): check the loaded program is consistent with the attributes and uniforms
// expected in the code.
glProgram = new GlProgram(context, VERTEX_SHADER_TRANSFORMATION_PATH, FRAGMENT_SHADER_PATH); glProgram = new GlProgram(context, VERTEX_SHADER_TRANSFORMATION_PATH, FRAGMENT_SHADER_PATH);
glProgram.setSamplerTexIdUniform("uTexSampler", inputTexId, /* texUnitIndex= */ 0); glProgram.setSamplerTexIdUniform("uTexSampler", inputTexId, /* texUnitIndex= */ 0);
// Draw the frame on the entire normalized device coordinate space, from -1 to 1, for x and y. // Draw the frame on the entire normalized device coordinate space, from -1 to 1, for x and y.