[Mesa-dev] [PATCH 2/2] [RFC] Linker: handle built-in uniform variables like normal uniform variables
Ian Romanick
idr at freedesktop.org
Sat Nov 12 12:54:37 PST 2011
On 11/09/2011 01:10 AM, Yuanhan Liu wrote:
> 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).
Built-in uniforms aren't assigned locations that can be queried by
glGetUniformLocation. There's a fair amount of work to do to make this
work, and it's on my to-do list.
> 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);
> }
> }
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