[Mesa-dev] [PATCH 20/20] Delete code made dead by previous uniform related patches

Ian Romanick idr at freedesktop.org
Fri Oct 28 10:42:47 PDT 2011


From: Ian Romanick <ian.d.romanick at intel.com>

Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
 src/glsl/linker.cpp                        |  152 --------
 src/mesa/main/core.h                       |    1 -
 src/mesa/main/mtypes.h                     |    1 -
 src/mesa/main/shaderapi.c                  |    1 -
 src/mesa/main/shaderobj.c                  |    1 -
 src/mesa/main/uniform_query.cpp            |  530 ----------------------------
 src/mesa/program/ir_to_mesa.cpp            |    1 -
 src/mesa/program/prog_uniform.c            |  103 ------
 src/mesa/program/prog_uniform.h            |   85 -----
 src/mesa/sources.mak                       |    1 -
 src/mesa/state_tracker/st_draw.c           |    1 -
 src/mesa/state_tracker/st_glsl_to_tgsi.cpp |    1 -
 12 files changed, 0 insertions(+), 878 deletions(-)
 delete mode 100644 src/mesa/program/prog_uniform.c
 delete mode 100644 src/mesa/program/prog_uniform.h

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index b3374de..c18087c 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -980,13 +980,6 @@ link_intrastage_shaders(void *mem_ctx,
    return linked;
 }
 
-
-struct uniform_node {
-   exec_node link;
-   struct gl_uniform *u;
-   unsigned slots;
-};
-
 /**
  * Update the sizes of linked shader uniform arrays to the maximum
  * array index used.
@@ -1059,151 +1052,6 @@ update_array_sizes(struct gl_shader_program *prog)
    }
 }
 
-static void
-add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
-	    const char *name, const glsl_type *type, GLenum shader_type,
-	    unsigned *next_shader_pos, unsigned *total_uniforms)
-{
-   if (type->is_record()) {
-      for (unsigned int i = 0; i < type->length; i++) {
-	 const glsl_type *field_type = type->fields.structure[i].type;
-	 char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
-					    type->fields.structure[i].name);
-
-	 add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
-		     shader_type, next_shader_pos, total_uniforms);
-      }
-   } else {
-      uniform_node *n = (uniform_node *) hash_table_find(ht, name);
-      unsigned int vec4_slots;
-      const glsl_type *array_elem_type = NULL;
-
-      if (type->is_array()) {
-	 array_elem_type = type->fields.array;
-	 /* Array of structures. */
-	 if (array_elem_type->is_record()) {
-	    for (unsigned int i = 0; i < type->length; i++) {
-	       char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
-	       add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
-			   shader_type, next_shader_pos, total_uniforms);
-	    }
-	    return;
-	 }
-      }
-
-      /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
-       * vectors to vec4 slots.
-       */
-      if (type->is_array()) {
-	 if (array_elem_type->is_sampler())
-	    vec4_slots = type->length;
-	 else
-	    vec4_slots = type->length * array_elem_type->matrix_columns;
-      } else if (type->is_sampler()) {
-	 vec4_slots = 1;
-      } else {
-	 vec4_slots = type->matrix_columns;
-      }
-
-      if (n == NULL) {
-	 n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
-	 n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
-	 n->slots = vec4_slots;
-
-	 n->u->Name = strdup(name);
-	 n->u->Type = type;
-	 n->u->VertPos = -1;
-	 n->u->FragPos = -1;
-	 n->u->GeomPos = -1;
-	 (*total_uniforms)++;
-
-	 hash_table_insert(ht, n, name);
-	 uniforms->push_tail(& n->link);
-      }
-
-      switch (shader_type) {
-      case GL_VERTEX_SHADER:
-	 n->u->VertPos = *next_shader_pos;
-	 break;
-      case GL_FRAGMENT_SHADER:
-	 n->u->FragPos = *next_shader_pos;
-	 break;
-      case GL_GEOMETRY_SHADER:
-	 n->u->GeomPos = *next_shader_pos;
-	 break;
-      }
-
-      (*next_shader_pos) += vec4_slots;
-   }
-}
-
-void
-assign_uniform_locations(struct gl_shader_program *prog)
-{
-   /* */
-   exec_list uniforms;
-   unsigned total_uniforms = 0;
-   hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
-				    hash_table_string_compare);
-   void *mem_ctx = ralloc_context(NULL);
-
-   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
-      if (prog->_LinkedShaders[i] == NULL)
-	 continue;
-
-      unsigned next_position = 0;
-
-      foreach_list(node, prog->_LinkedShaders[i]->ir) {
-	 ir_variable *const var = ((ir_instruction *) node)->as_variable();
-
-	 if ((var == NULL) || (var->mode != ir_var_uniform))
-	    continue;
-
-	 if (strncmp(var->name, "gl_", 3) == 0) {
-	    /* At the moment, we don't allocate uniform locations for
-	     * builtin uniforms.  It's permitted by spec, and we'll
-	     * likely switch to doing that at some point, but not yet.
-	     */
-	    continue;
-	 }
-
-	 var->location = next_position;
-	 add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
-		     prog->_LinkedShaders[i]->Type,
-		     &next_position, &total_uniforms);
-      }
-   }
-
-   ralloc_free(mem_ctx);
-
-   gl_uniform_list *ul = (gl_uniform_list *)
-      calloc(1, sizeof(gl_uniform_list));
-
-   ul->Size = total_uniforms;
-   ul->NumUniforms = total_uniforms;
-   ul->Uniforms = (gl_uniform *) calloc(total_uniforms, sizeof(gl_uniform));
-
-   unsigned idx = 0;
-   uniform_node *next;
-   for (uniform_node *node = (uniform_node *) uniforms.head
-	   ; node->link.next != NULL
-	   ; node = next) {
-      next = (uniform_node *) node->link.next;
-
-      node->link.remove();
-      memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
-      idx++;
-
-      free(node->u);
-      free(node);
-   }
-
-   hash_table_dtor(ht);
-
-   prog->Uniforms = ul;
-}
-
-
 /**
  * Find a contiguous set of available bits in a bitmask.
  *
diff --git a/src/mesa/main/core.h b/src/mesa/main/core.h
index 542d95b..212f085 100644
--- a/src/mesa/main/core.h
+++ b/src/mesa/main/core.h
@@ -54,7 +54,6 @@ extern "C" {
 
 /* for GLSL */
 #include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
 
 #ifdef __cplusplus
 }
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index d7314a2..8f77bb7 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2223,7 +2223,6 @@ struct gl_shader_program
    /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
    gl_texture_index SamplerTargets[MAX_SAMPLERS];
 
-   struct gl_uniform_list *Uniforms;
    struct gl_program_parameter_list *Varying;
    GLboolean LinkStatus;   /**< GL_LINK_STATUS */
    GLboolean Validated;
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
index b075002..1ef1d71 100644
--- a/src/mesa/main/shaderapi.c
+++ b/src/mesa/main/shaderapi.c
@@ -47,7 +47,6 @@
 #include "main/shaderobj.h"
 #include "program/program.h"
 #include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
 #include "ralloc.h"
 #include <stdbool.h>
 #include "../glsl/glsl_parser_extras.h"
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index c0abc97..9abf606 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -37,7 +37,6 @@
 #include "main/shaderobj.h"
 #include "program/program.h"
 #include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
 #include "program/hash_table.h"
 #include "ralloc.h"
 
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index 96de541..e2d51ee 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -72,266 +72,6 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
    }
 }
 
-static GLenum
-base_uniform_type(GLenum type)
-{
-   switch (type) {
-   case GL_BOOL:
-   case GL_BOOL_VEC2:
-   case GL_BOOL_VEC3:
-   case GL_BOOL_VEC4:
-      return GL_BOOL;
-   case GL_FLOAT:
-   case GL_FLOAT_VEC2:
-   case GL_FLOAT_VEC3:
-   case GL_FLOAT_VEC4:
-   case GL_FLOAT_MAT2:
-   case GL_FLOAT_MAT2x3:
-   case GL_FLOAT_MAT2x4:
-   case GL_FLOAT_MAT3x2:
-   case GL_FLOAT_MAT3:
-   case GL_FLOAT_MAT3x4:
-   case GL_FLOAT_MAT4x2:
-   case GL_FLOAT_MAT4x3:
-   case GL_FLOAT_MAT4:
-      return GL_FLOAT;
-   case GL_UNSIGNED_INT:
-   case GL_UNSIGNED_INT_VEC2:
-   case GL_UNSIGNED_INT_VEC3:
-   case GL_UNSIGNED_INT_VEC4:
-      return GL_UNSIGNED_INT;
-   case GL_INT:
-   case GL_INT_VEC2:
-   case GL_INT_VEC3:
-   case GL_INT_VEC4:
-      return GL_INT;
-   default:
-      _mesa_problem(NULL, "Invalid type in base_uniform_type()");
-      return GL_FLOAT;
-   }
-}
-
-static GLboolean
-is_boolean_type(GLenum type)
-{
-   switch (type) {
-   case GL_BOOL:
-   case GL_BOOL_VEC2:
-   case GL_BOOL_VEC3:
-   case GL_BOOL_VEC4:
-      return GL_TRUE;
-   default:
-      return GL_FALSE;
-   }
-}
-
-static GLboolean
-is_sampler_type(GLenum type)
-{
-   switch (type) {
-   case GL_SAMPLER_1D:
-   case GL_INT_SAMPLER_1D:
-   case GL_UNSIGNED_INT_SAMPLER_1D:
-   case GL_SAMPLER_2D:
-   case GL_INT_SAMPLER_2D:
-   case GL_UNSIGNED_INT_SAMPLER_2D:
-   case GL_SAMPLER_3D:
-   case GL_INT_SAMPLER_3D:
-   case GL_UNSIGNED_INT_SAMPLER_3D:
-   case GL_SAMPLER_CUBE:
-   case GL_INT_SAMPLER_CUBE:
-   case GL_UNSIGNED_INT_SAMPLER_CUBE:
-   case GL_SAMPLER_1D_SHADOW:
-   case GL_SAMPLER_2D_SHADOW:
-   case GL_SAMPLER_CUBE_SHADOW:
-   case GL_SAMPLER_2D_RECT_ARB:
-   case GL_INT_SAMPLER_2D_RECT:
-   case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
-   case GL_SAMPLER_2D_RECT_SHADOW_ARB:
-   case GL_SAMPLER_1D_ARRAY_EXT:
-   case GL_INT_SAMPLER_1D_ARRAY:
-   case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
-   case GL_SAMPLER_2D_ARRAY_EXT:
-   case GL_INT_SAMPLER_2D_ARRAY:
-   case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
-   case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
-   case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
-   case GL_SAMPLER_CUBE_MAP_ARRAY:
-   case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
-   case GL_SAMPLER_BUFFER:
-   case GL_INT_SAMPLER_BUFFER:
-   case GL_UNSIGNED_INT_SAMPLER_BUFFER:
-   case GL_SAMPLER_2D_MULTISAMPLE:
-   case GL_INT_SAMPLER_2D_MULTISAMPLE:
-   case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
-   case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
-   case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
-   case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
-      return GL_TRUE;
-   default:
-      return GL_FALSE;
-   }
-}
-
-/**
- * Given a uniform index, return the vertex/geometry/fragment program
- * that has that parameter, plus the position of the parameter in the
- * parameter/constant buffer.
- * \param shProg  the shader program
- * \param index  the uniform index in [0, NumUniforms-1]
- * \param progOut  returns containing program
- * \param posOut  returns position of the uniform in the param/const buffer
- * \return GL_TRUE for success, GL_FALSE for invalid index
- */
-static GLboolean
-find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
-                           struct gl_program **progOut, GLint *posOut)
-{
-   struct gl_program *prog = NULL;
-   GLint pos;
-
-   if (!shProg->Uniforms ||
-       index < 0 ||
-       index >= (GLint) shProg->Uniforms->NumUniforms) {
-      return GL_FALSE;
-   }
-
-   pos = shProg->Uniforms->Uniforms[index].VertPos;
-   if (pos >= 0) {
-      prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
-   }
-   else {
-      pos = shProg->Uniforms->Uniforms[index].FragPos;
-      if (pos >= 0) {
-         prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
-      }
-      else {
-         pos = shProg->Uniforms->Uniforms[index].GeomPos;
-         if (pos >= 0) {
-            prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
-         }
-      }
-   }
-
-   if (!prog || pos < 0)
-      return GL_FALSE; /* should really never happen */
-
-   *progOut = prog;
-   *posOut = pos;
-
-   return GL_TRUE;
-}
-
-/**
- * Return pointer to a gl_program_parameter which corresponds to a uniform.
- * \param shProg  the shader program
- * \param index  the uniform index in [0, NumUniforms-1]
- * \return gl_program_parameter point or NULL if index is invalid
- */
-const struct gl_program_parameter *
-get_uniform_parameter(struct gl_shader_program *shProg, GLint index)
-{
-   struct gl_program *prog;
-   GLint progPos;
-
-   if (find_uniform_parameter_pos(shProg, index, &prog, &progPos))
-      return &prog->Parameters->Parameters[progPos];
-   else
-      return NULL;
-}
-
-static unsigned
-get_vector_elements(GLenum type)
-{
-   switch (type) {
-   case GL_FLOAT:
-   case GL_INT:
-   case GL_BOOL:
-   case GL_UNSIGNED_INT:
-   default: /* Catch all the various sampler types. */
-      return 1;
-
-   case GL_FLOAT_VEC2:
-   case GL_INT_VEC2:
-   case GL_BOOL_VEC2:
-   case GL_UNSIGNED_INT_VEC2:
-      return 2;
-
-   case GL_FLOAT_VEC3:
-   case GL_INT_VEC3:
-   case GL_BOOL_VEC3:
-   case GL_UNSIGNED_INT_VEC3:
-      return 3;
-
-   case GL_FLOAT_VEC4:
-   case GL_INT_VEC4:
-   case GL_BOOL_VEC4:
-   case GL_UNSIGNED_INT_VEC4:
-      return 4;
-   }
-}
-
-static void
-get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
-{
-   switch (type) {
-   case GL_FLOAT_MAT2:
-      *rows = *cols = 2;
-      break;
-   case GL_FLOAT_MAT2x3:
-      *rows = 3;
-      *cols = 2;
-      break;
-   case GL_FLOAT_MAT2x4:
-      *rows = 4;
-      *cols = 2;
-      break;
-   case GL_FLOAT_MAT3:
-      *rows = 3;
-      *cols = 3;
-      break;
-   case GL_FLOAT_MAT3x2:
-      *rows = 2;
-      *cols = 3;
-      break;
-   case GL_FLOAT_MAT3x4:
-      *rows = 4;
-      *cols = 3;
-      break;
-   case GL_FLOAT_MAT4:
-      *rows = 4;
-      *cols = 4;
-      break;
-   case GL_FLOAT_MAT4x2:
-      *rows = 2;
-      *cols = 4;
-      break;
-   case GL_FLOAT_MAT4x3:
-      *rows = 3;
-      *cols = 4;
-      break;
-   default:
-      *rows = *cols = 0;
-   }
-}
-
-/**
- * Determine the number of rows and columns occupied by a uniform
- * according to its datatype.  For non-matrix types (such as GL_FLOAT_VEC4),
- * the number of rows = 1 and cols = number of elements in the vector.
- */
-static void
-get_uniform_rows_cols(const struct gl_program_parameter *p,
-                      GLint *rows, GLint *cols)
-{
-   get_matrix_dims(p->DataType, rows, cols);
-   if (*rows == 0 && *cols == 0) {
-      /* not a matrix type, probably a float or vector */
-      *rows = 1;
-      *cols = get_vector_elements(p->DataType);
-   }
-}
-
 static bool
 validate_uniform_parameters(struct gl_context *ctx,
 			    struct gl_shader_program *shProg,
@@ -615,207 +355,6 @@ log_program_parameters(const struct gl_shader_program *shProg)
 #endif
 
 /**
- * Check if the type given by userType is allowed to set a uniform of the
- * target type.  Generally, equivalence is required, but setting Boolean
- * uniforms can be done with glUniformiv or glUniformfv.
- */
-static GLboolean
-compatible_types(GLenum userType, GLenum targetType)
-{
-   if (userType == targetType)
-      return GL_TRUE;
-
-   if (targetType == GL_BOOL && (userType == GL_FLOAT ||
-                                 userType == GL_UNSIGNED_INT ||
-                                 userType == GL_INT))
-      return GL_TRUE;
-
-   if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
-                                      userType == GL_UNSIGNED_INT_VEC2 ||
-                                      userType == GL_INT_VEC2))
-      return GL_TRUE;
-
-   if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
-                                      userType == GL_UNSIGNED_INT_VEC3 ||
-                                      userType == GL_INT_VEC3))
-      return GL_TRUE;
-
-   if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
-                                      userType == GL_UNSIGNED_INT_VEC4 ||
-                                      userType == GL_INT_VEC4))
-      return GL_TRUE;
-
-   if (is_sampler_type(targetType) && userType == GL_INT)
-      return GL_TRUE;
-
-   return GL_FALSE;
-}
-
-/**
- * Set the value of a program's uniform variable.
- * \param program  the program whose uniform to update
- * \param index  the index of the program parameter for the uniform
- * \param offset  additional parameter slot offset (for arrays)
- * \param type  the incoming datatype of 'values'
- * \param count  the number of uniforms to set
- * \param elems  number of elements per uniform (1, 2, 3 or 4)
- * \param values  the new values, of datatype 'type'
- */
-static void
-set_program_uniform(struct gl_context *ctx, struct gl_program *program,
-                    GLint index, GLint offset,
-                    GLenum type, GLsizei count, GLint elems,
-                    const void *values)
-{
-   const struct gl_program_parameter *param =
-      &program->Parameters->Parameters[index];
-
-   assert(offset >= 0);
-   assert(elems >= 1);
-   assert(elems <= 4);
-
-   if (!compatible_types(type, param->DataType)) {
-      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
-      return;
-   }
-
-   if (index + offset > (GLint) program->Parameters->Size) {
-      /* out of bounds! */
-      return;
-   }
-
-   if (param->Type == PROGRAM_SAMPLER) {
-      /* This controls which texture unit which is used by a sampler */
-      GLboolean changed = GL_FALSE;
-      GLint i;
-
-      /* this should have been caught by the compatible_types() check */
-      ASSERT(type == GL_INT);
-
-      /* loop over number of samplers to change */
-      for (i = 0; i < count; i++) {
-         GLuint sampler = (GLuint)
-            program->Parameters->ParameterValues[index+offset + i][0].f;
-         GLuint texUnit = ((GLuint *) values)[i];
-
-         /* check that the sampler (tex unit index) is legal */
-         if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
-            _mesa_error(ctx, GL_INVALID_VALUE,
-                        "glUniform1(invalid sampler/tex unit index for '%s')",
-                        param->Name);
-            return;
-         }
-
-         /* This maps a sampler to a texture unit: */
-         if (sampler < MAX_SAMPLERS) {
-#if 0
-            printf("Set program %p sampler %d '%s' to unit %u\n",
-		   program, sampler, param->Name, texUnit);
-#endif
-            if (program->SamplerUnits[sampler] != texUnit) {
-               program->SamplerUnits[sampler] = texUnit;
-               changed = GL_TRUE;
-            }
-         }
-      }
-
-      if (changed) {
-         /* When a sampler's value changes it usually requires rewriting
-          * a GPU program's TEX instructions since there may not be a
-          * sampler->texture lookup table.  We signal this with the
-          * ProgramStringNotify() callback.
-          */
-         FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
-         _mesa_update_shader_textures_used(program);
-         /* Do we need to care about the return value here?
-          * This should not be the first time the driver was notified of
-          * this program.
-          */
-         (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
-      }
-   }
-   else {
-      /* ordinary uniform variable */
-      const GLboolean isUniformBool = is_boolean_type(param->DataType);
-      const GLenum basicType = base_uniform_type(type);
-      const GLint slots = (param->Size + 3) / 4;
-      const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
-      GLsizei k, i;
-
-      if ((GLint) param->Size > typeSize) {
-         /* an array */
-         /* we'll ignore extra data below */
-      }
-      else {
-         /* non-array: count must be at most one; count == 0 is handled
-          * by the loop below
-          */
-         if (count > 1) {
-            _mesa_error(ctx, GL_INVALID_OPERATION,
-                        "glUniform(uniform '%s' is not an array)",
-                        param->Name);
-            return;
-         }
-      }
-
-      /* loop over number of array elements */
-      for (k = 0; k < count; k++) {
-         gl_constant_value *uniformVal;
-
-         if (offset + k >= slots) {
-            /* Extra array data is ignored */
-            break;
-         }
-
-         /* uniformVal (the destination) is always gl_constant_value[4] */
-         uniformVal = program->Parameters->ParameterValues[index + offset + k];
-
-         if (basicType == GL_INT) {
-            const GLint *iValues = ((const GLint *) values) + k * elems;
-            for (i = 0; i < elems; i++) {
-               if (!ctx->Const.NativeIntegers)
-                  uniformVal[i].f = (GLfloat) iValues[i];
-               else
-                  uniformVal[i].i = iValues[i];
-            }
-         }
-         else if (basicType == GL_UNSIGNED_INT) {
-            const GLuint *iValues = ((const GLuint *) values) + k * elems;
-            for (i = 0; i < elems; i++) {
-               if (!ctx->Const.NativeIntegers)
-                  uniformVal[i].f = (GLfloat)(GLuint) iValues[i];
-               else
-                  uniformVal[i].u = iValues[i];
-            }
-         }
-         else {
-            const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
-            assert(basicType == GL_FLOAT);
-            for (i = 0; i < elems; i++) {
-               uniformVal[i].f = fValues[i];
-            }
-         }
-
-         /* if the uniform is bool-valued, convert to 1 or 0 */
-         if (isUniformBool) {
-            for (i = 0; i < elems; i++) {
-               if (basicType == GL_FLOAT)
-                  uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0;
-               else
-                  uniformVal[i].b = uniformVal[i].u ? 1 : 0;
-
-               if (ctx->Const.NativeIntegers)
-                  uniformVal[i].u =
-                        uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0;
-               else
-                  uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f;
-            }
-         }
-      }
-   }
-}
-
-/**
  * Propagate some values from uniform backing storage to driver storage
  *
  * Values propagates from uniform backing storage to driver storage
@@ -1156,75 +695,6 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
 }
 
 /**
- * Set a matrix-valued program parameter.
- */
-static void
-set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program,
-                           GLuint index, GLuint offset,
-                           GLuint count, GLuint rows, GLuint cols,
-                           GLboolean transpose, const GLfloat *values)
-{
-   GLuint mat, row, col;
-   GLuint src = 0;
-   const struct gl_program_parameter *param =
-      &program->Parameters->Parameters[index];
-   const GLuint slots = (param->Size + 3) / 4;
-   const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
-   GLint nr, nc;
-
-   /* check that the number of rows, columns is correct */
-   get_matrix_dims(param->DataType, &nr, &nc);
-   if (rows != nr || cols != nc) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,
-                  "glUniformMatrix(matrix size mismatch)");
-      return;
-   }
-
-   if ((GLint) param->Size <= typeSize) {
-      /* non-array: count must be at most one; count == 0 is handled
-       * by the loop below
-       */
-      if (count > 1) {
-         _mesa_error(ctx, GL_INVALID_OPERATION,
-                     "glUniformMatrix(uniform is not an array)");
-         return;
-      }
-   }
-
-   /*
-    * Note: the _columns_ of a matrix are stored in program registers, not
-    * the rows.  So, the loops below look a little funny.
-    * XXX could optimize this a bit...
-    */
-
-   /* loop over matrices */
-   for (mat = 0; mat < count; mat++) {
-
-      /* each matrix: */
-      for (col = 0; col < cols; col++) {
-         GLfloat *v;
-         if (offset >= slots) {
-            /* Ignore writes beyond the end of (the used part of) an array */
-            return;
-         }
-         v = (GLfloat *) program->Parameters->ParameterValues[index + offset];
-         for (row = 0; row < rows; row++) {
-            if (transpose) {
-               v[row] = values[src + row * cols + col];
-            }
-            else {
-               v[row] = values[src + col * rows + row];
-            }
-         }
-
-         offset++;
-      }
-
-      src += rows * cols;  /* next matrix */
-   }
-}
-
-/**
  * Called by glUniformMatrix*() functions.
  * Note: cols=2, rows=4  ==>  array[2] of vec4
  */
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 092a29c..391257f 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -54,7 +54,6 @@ extern "C" {
 #include "program/prog_optimize.h"
 #include "program/prog_print.h"
 #include "program/program.h"
-#include "program/prog_uniform.h"
 #include "program/prog_parameter.h"
 #include "program/sampler.h"
 }
diff --git a/src/mesa/program/prog_uniform.c b/src/mesa/program/prog_uniform.c
deleted file mode 100644
index d0b25e5..0000000
--- a/src/mesa/program/prog_uniform.c
+++ /dev/null
@@ -1,103 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version:  7.1
- *
- * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-/**
- * \file prog_uniform.c
- * Shader uniform functions.
- * \author Brian Paul
- */
-
-#include "main/imports.h"
-#include "main/mtypes.h"
-#include "prog_uniform.h"
-
-
-struct gl_uniform_list *
-_mesa_new_uniform_list(void)
-{
-   return CALLOC_STRUCT(gl_uniform_list);
-}
-
-
-void
-_mesa_free_uniform_list(struct gl_uniform_list *list)
-{
-   GLuint i;
-
-   if (!list)
-      return;
-
-   for (i = 0; i < list->NumUniforms; i++) {
-      free((void *) list->Uniforms[i].Name);
-   }
-   free(list->Uniforms);
-   free(list);
-}
-
-
-/**
- * Return the location/index of the named uniform in the uniform list,
- * or -1 if not found.
- */
-GLint
-_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name)
-{
-   GLuint i;
-   for (i = 0; list && i < list->NumUniforms; i++) {
-      if (!strcmp(list->Uniforms[i].Name, name)) {
-         return i;
-      }
-   }
-   return -1;
-}
-
-
-GLint
-_mesa_longest_uniform_name(const struct gl_uniform_list *list)
-{
-   GLint max = 0;
-   GLuint i;
-   for (i = 0; list && i < list->NumUniforms; i++) {
-      GLint len = (GLint) strlen(list->Uniforms[i].Name);
-      if (len > max)
-         max = len;
-   }
-   return max;
-}
-
-
-void
-_mesa_print_uniforms(const struct gl_uniform_list *list)
-{
-   GLuint i;
-   printf("Uniform list %p:\n", (void *) list);
-   for (i = 0; i < list->NumUniforms; i++) {
-      printf("%d: %s %d %d %d\n",
-             i,
-             list->Uniforms[i].Name,
-             list->Uniforms[i].VertPos,
-             list->Uniforms[i].FragPos,
-             list->Uniforms[i].GeomPos);
-   }
-}
diff --git a/src/mesa/program/prog_uniform.h b/src/mesa/program/prog_uniform.h
deleted file mode 100644
index 83cd307..0000000
--- a/src/mesa/program/prog_uniform.h
+++ /dev/null
@@ -1,85 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version:  7.1
- *
- * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-/**
- * \file prog_uniform.c
- * Shader uniform functions.
- * \author Brian Paul
- */
-
-#ifndef PROG_UNIFORM_H
-#define PROG_UNIFORM_H
-
-#include "main/glheader.h"
-
-
-/**
- * Shader program uniform variable.
- * The glGetUniformLocation() and glUniform() commands will use this
- * information.
- * Note that a uniform such as "binormal" might be used in both the
- * vertex shader and the fragment shader.  When glUniform() is called to
- * set the uniform's value, it must be updated in both the vertex and
- * fragment shaders.  The uniform may be in different locations in the
- * two shaders so we keep track of that here.
- */
-struct gl_uniform
-{
-   const char *Name;        /**< Null-terminated string */
-   GLint VertPos;
-   GLint FragPos;
-   GLint GeomPos;
-   GLboolean Initialized;   /**< For debug.  Has this uniform been set? */
-   const struct glsl_type *Type;
-};
-
-
-/**
- * List of gl_uniforms
- */
-struct gl_uniform_list
-{
-   GLuint Size;                 /**< allocated size of Uniforms array */
-   GLuint NumUniforms;          /**< number of uniforms in the array */
-   struct gl_uniform *Uniforms; /**< Array [Size] */
-};
-
-
-extern struct gl_uniform_list *
-_mesa_new_uniform_list(void);
-
-extern void
-_mesa_free_uniform_list(struct gl_uniform_list *list);
-
-extern GLint
-_mesa_lookup_uniform(const struct gl_uniform_list *list, const char *name);
-
-extern GLint
-_mesa_longest_uniform_name(const struct gl_uniform_list *list);
-
-extern void
-_mesa_print_uniforms(const struct gl_uniform_list *list);
-
-
-#endif /* PROG_UNIFORM_H */
diff --git a/src/mesa/sources.mak b/src/mesa/sources.mak
index aedee3d..08ef803 100644
--- a/src/mesa/sources.mak
+++ b/src/mesa/sources.mak
@@ -260,7 +260,6 @@ PROGRAM_SOURCES = \
 	program/prog_parameter_layout.c \
 	program/prog_print.c \
 	program/prog_statevars.c \
-	program/prog_uniform.c \
 	program/programopt.c \
 	program/register_allocate.c \
 	program/symbol_table.c
diff --git a/src/mesa/state_tracker/st_draw.c b/src/mesa/state_tracker/st_draw.c
index f149e3e..2ce3ca9 100644
--- a/src/mesa/state_tracker/st_draw.c
+++ b/src/mesa/state_tracker/st_draw.c
@@ -45,7 +45,6 @@
 #include "main/bufferobj.h"
 #include "main/macros.h"
 #include "main/mfeatures.h"
-#include "program/prog_uniform.h"
 
 #include "vbo/vbo.h"
 
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index 7516470..421627d 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -53,7 +53,6 @@ extern "C" {
 #include "program/prog_optimize.h"
 #include "program/prog_print.h"
 #include "program/program.h"
-#include "program/prog_uniform.h"
 #include "program/prog_parameter.h"
 #include "program/sampler.h"
 
-- 
1.7.6.4



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