diff options
author | Tapani Pälli <[email protected]> | 2014-09-24 14:09:23 +0300 |
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committer | Tapani Pälli <[email protected]> | 2014-09-26 08:29:10 +0300 |
commit | 9caa5c3b130787587c21867c1b5b300d6dee5d5c (patch) | |
tree | 496dd6dc2ca5898ade0439e84151bf56fcfab524 /src/glsl/link_uniforms.cpp | |
parent | e018ea81bf580da7c771c5fd071343de92560083 (diff) |
glsl: remove unused link_assign_uniform_block_offsets
ubo offsets are assigned by link_uniform_blocks since 514f8c7e
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/link_uniforms.cpp')
-rw-r--r-- | src/glsl/link_uniforms.cpp | 34 |
1 files changed, 0 insertions, 34 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index a6683a09b2e..400e1347933 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -771,40 +771,6 @@ link_update_uniform_buffer_variables(struct gl_shader *shader) } } -void -link_assign_uniform_block_offsets(struct gl_shader *shader) -{ - for (unsigned b = 0; b < shader->NumUniformBlocks; b++) { - struct gl_uniform_block *block = &shader->UniformBlocks[b]; - - unsigned offset = 0; - for (unsigned int i = 0; i < block->NumUniforms; i++) { - struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i]; - const struct glsl_type *type = ubo_var->Type; - - unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor); - unsigned size = type->std140_size(ubo_var->RowMajor); - - offset = glsl_align(offset, alignment); - ubo_var->Offset = offset; - offset += size; - } - - /* From the GL_ARB_uniform_buffer_object spec: - * - * "For uniform blocks laid out according to [std140] rules, - * the minimum buffer object size returned by the - * UNIFORM_BLOCK_DATA_SIZE query is derived by taking the - * offset of the last basic machine unit consumed by the - * last uniform of the uniform block (including any - * end-of-array or end-of-structure padding), adding one, - * and rounding up to the next multiple of the base - * alignment required for a vec4." - */ - block->UniformBufferSize = glsl_align(offset, 16); - } -} - /** * Scan the program for image uniforms and store image unit access * information into the gl_shader data structure. |