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authorBrian Paul <[email protected]>2008-05-14 16:09:46 -0600
committerBrian Paul <[email protected]>2008-05-14 16:09:46 -0600
commitade508312c701ce89d3c2cd717994dbbabb4f207 (patch)
tree7c7a35935143d90c99820025a8887c5606041db6 /src/mesa/swrast/s_span.c
parentc807c1a23fc918591e9d2f6f26c4e071a725bced (diff)
Updated GLSL uniform/sampler handling from gallium-0.1 branch
Previously, the shader linker combined the uniforms used by the vertex and fragment shaders into a combined set of uniforms. This made the implementation of glUniform*() simple, but was rather inefficient otherwise. Now each shader gets its own set of uniforms (no more modelview matrix showing up in the fragment shader uniforms, for example). cherry-picked by hand from gallium-0.1 branch
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r--src/mesa/swrast/s_span.c1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index 656a90a99a9..4c58f8de876 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -1401,7 +1401,6 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
* Write to renderbuffers
*/
{
- const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
const GLuint numBuffers = fb->_NumColorDrawBuffers;
const GLboolean multiFragOutputs = numBuffers > 1;
GLuint buf;