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authorKenneth Graunke <kenneth@whitecape.org>2013-07-17 11:45:57 -0700
committerKenneth Graunke <kenneth@whitecape.org>2013-07-18 16:57:24 -0700
commit0a23ec2b6e3742281a0047da9246039e86e4a7b6 (patch)
treedbf12bad9aace58ab3e73d6c929f3abbf322fddb
parent9a9a830b445b5dbd70a4155e0e5e8b896abfb868 (diff)
glsl: Delete unused code for handling samplers in array-initializers.
There is existing code to handle sampler uniform initializers. Prior to GLSL 4.20's "binding" keyword, sampler uniforms don't have initializers at all, so this is somewhat surprising. The existing code is broken into two cases: one where both the variable and initializer are arrays, and a second where the variable and initializer are scalars. The first case should never occur, since array-typed initializers do not exist for sampler uniforms. Even with the binding keyword, the initializer is a single integer which represents the texture unit to use for the first array element. The second is apparently used for some fixed-function code. v2: Rewrite the commit message - suggested by Paul. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Paul Berry <stereotype441@gmail.com>
-rw-r--r--src/glsl/link_uniform_initializers.cpp14
1 files changed, 0 insertions, 14 deletions
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
index 54d9bf1f528..f46f6e2db15 100644
--- a/src/glsl/link_uniform_initializers.cpp
+++ b/src/glsl/link_uniform_initializers.cpp
@@ -136,20 +136,6 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
idx += elements;
}
-
- if (base_type == GLSL_TYPE_SAMPLER) {
- for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
- gl_shader *shader = prog->_LinkedShaders[sh];
-
- if (shader && storage->sampler[sh].active) {
- for (unsigned i = 0; i < storage->array_elements; i++) {
- unsigned index = storage->sampler[sh].index + i;
-
- shader->SamplerUnits[index] = storage->storage[i].i;
- }
- }
- }
- }
} else {
copy_constant_to_storage(storage->storage,
val,