[Mesa-dev] [PATCH 2/2] [RFC] Linker: handle built-in uniform variables like normal uniform variables

Yuanhan Liu yuanhan.liu at linux.intel.com
Wed Nov 9 01:10:41 PST 2011


The original comments just tell me that I'm doing wrong. Here I sent a
patch for comments and explanation, and I may then try to write the code
to process those built-in uniform variables.

My questions is why we can't handle those built-in uniform variables
like normal uniform variables?  What kind of special stuff should be
deal while handling them?  (Sorry, I am not familiar with glsl).

Thanks.

Cc: idr at freedesktop.org
Cc: eric at anholt.net
Cc: kenneth at whitecape.org
---
 src/glsl/link_uniforms.cpp |   10 ----------
 1 files changed, 0 insertions(+), 10 deletions(-)

diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index b9d5361..bd6af5d 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -273,11 +273,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
 	 if ((var == NULL) || (var->mode != ir_var_uniform))
 	    continue;
 
-	 /* FINISHME: Update code to process built-in uniforms!
-	  */
-	 if (strncmp("gl_", var->name, 3) == 0)
-	    continue;
-
 	 uniform_size.process(var);
       }
    }
@@ -310,11 +305,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
 	 if ((var == NULL) || (var->mode != ir_var_uniform))
 	    continue;
 
-	 /* FINISHME: Update code to process built-in uniforms!
-	  */
-	 if (strncmp("gl_", var->name, 3) == 0)
-	    continue;
-
 	 parcel.process(var);
       }
    }
-- 
1.7.4.4



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