diff options
author | Brian Paul <[email protected]> | 2008-05-14 16:09:46 -0600 |
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committer | Brian Paul <[email protected]> | 2008-05-14 16:09:46 -0600 |
commit | ade508312c701ce89d3c2cd717994dbbabb4f207 (patch) | |
tree | 7c7a35935143d90c99820025a8887c5606041db6 /src/mesa/swrast/s_span.c | |
parent | c807c1a23fc918591e9d2f6f26c4e071a725bced (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.c | 1 |
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; |