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authorTimothy Arceri <[email protected]>2016-12-04 22:47:17 +1100
committerTimothy Arceri <[email protected]>2017-01-19 15:55:02 +1100
commit62f718bfcb75ab6f8e7276d1acdea767e55feac9 (patch)
treeb43768b161c368c340ea8b2a07f478dcab9938af /src/compiler/glsl/linker.h
parentc054bbf0d40350bce931bccfce59d0c4ebca6fd1 (diff)
glsl: store number of explicit uniform loactions in gl_shader_program
This allows us to cleanup the functions that pass this count around, but more importantly we will be able to call the uniform linking functions from that backends linker without having to pass this information to the backend directly via Driver.LinkShader(). Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/compiler/glsl/linker.h')
-rw-r--r--src/compiler/glsl/linker.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/compiler/glsl/linker.h b/src/compiler/glsl/linker.h
index 8363d549428..9841ef019e5 100644
--- a/src/compiler/glsl/linker.h
+++ b/src/compiler/glsl/linker.h
@@ -35,8 +35,7 @@ link_invalidate_variable_locations(exec_list *ir);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog,
- struct gl_context *ctx,
- unsigned int num_explicit_uniform_locs);
+ struct gl_context *ctx);
extern void
link_set_uniform_initializers(struct gl_shader_program *prog,