[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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