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-rw-r--r--src/mesa/main/uniform_query.cpp4
-rw-r--r--src/mesa/main/uniforms.c3
-rw-r--r--src/mesa/main/uniforms.h44
3 files changed, 3 insertions, 48 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index 5989364935d..7e630e65bf9 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -993,9 +993,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
*
* Returns the uniform index into UniformStorage (also the
* glGetActiveUniformsiv uniform index), and stores the referenced
- * array offset in *offset, or GL_INVALID_INDEX (-1). Those two
- * return values can be encoded into a uniform location for
- * glUniform* using _mesa_uniform_merge_location_offset(index, offset).
+ * array offset in *offset, or GL_INVALID_INDEX (-1).
*/
extern "C" unsigned
_mesa_get_uniform_location(struct gl_context *ctx,
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index b6512fe6f3b..0d0cbf57eb7 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -932,7 +932,8 @@ _mesa_GetUniformLocation(GLuint programObj, const GLcharARB *name)
shProg->UniformStorage[index].atomic_buffer_index != -1)
return -1;
- return _mesa_uniform_merge_location_offset(shProg, index, offset);
+ /* location in remap table + array element offset */
+ return shProg->UniformStorage[index].remap_location + offset;
}
GLuint GLAPIENTRY
diff --git a/src/mesa/main/uniforms.h b/src/mesa/main/uniforms.h
index 3e1648380bc..e7a370e84ff 100644
--- a/src/mesa/main/uniforms.h
+++ b/src/mesa/main/uniforms.h
@@ -323,50 +323,6 @@ struct gl_builtin_uniform_desc {
unsigned int num_elements;
};
-/**
- * \name GLSL uniform arrays and structs require special handling.
- *
- * The GL_ARB_shader_objects spec says that if you use
- * glGetUniformLocation to get the location of an array, you CANNOT
- * access other elements of the array by adding an offset to the
- * returned location. For example, you must call
- * glGetUniformLocation("foo[16]") if you want to set the 16th element
- * of the array with glUniform().
- *
- * HOWEVER, some other OpenGL drivers allow accessing array elements
- * by adding an offset to the returned array location. And some apps
- * seem to depend on that behaviour.
- *
- * Mesa's gl_uniform_list doesn't directly support this since each
- * entry in the list describes one uniform variable, not one uniform
- * element. We could insert dummy entries in the list for each array
- * element after [0] but that causes complications elsewhere.
- *
- * We solve this problem by creating multiple entries for uniform arrays
- * in the UniformRemapTable so that their elements get sequential locations.
- *
- * Utility functions below offer functionality to split UniformRemapTable
- * location in to location of the uniform in UniformStorage + offset to the
- * array element (0 if not an array) and also merge it back again as the
- * UniformRemapTable location.
- *
- */
-/*@{*/
-/**
- * Combine the uniform's storage index and the array index
- */
-static inline GLint
-_mesa_uniform_merge_location_offset(const struct gl_shader_program *prog,
- unsigned storage_index,
- unsigned uniform_array_index)
-{
- /* location in remap table + array element offset */
- return prog->UniformStorage[storage_index].remap_location +
- uniform_array_index;
-}
-/*@}*/
-
-
#ifdef __cplusplus
}
#endif