diff options
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r-- | src/mesa/shader/shader_api.c | 62 |
1 files changed, 0 insertions, 62 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index fb2a7e54fe6..acee34dc5bc 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -370,31 +370,6 @@ _mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller) } -/** - * Return mask of GLSL_x flags by examining the MESA_GLSL env var. - */ -static GLbitfield -get_shader_flags(void) -{ - GLbitfield flags = 0x0; - const char *env = _mesa_getenv("MESA_GLSL"); - - if (env) { - if (_mesa_strstr(env, "dump")) - flags |= GLSL_DUMP; - if (_mesa_strstr(env, "log")) - flags |= GLSL_LOG; - if (_mesa_strstr(env, "nopt")) - flags |= GLSL_NO_OPT; - else if (_mesa_strstr(env, "opt")) - flags |= GLSL_OPT; - if (_mesa_strstr(env, "uniform")) - flags |= GLSL_UNIFORMS; - } - - return flags; -} - /** * Initialize context's shader state. @@ -408,7 +383,6 @@ _mesa_init_shader_state(GLcontext * ctx) ctx->Shader.EmitHighLevelInstructions = GL_TRUE; ctx->Shader.EmitCondCodes = GL_TRUE; /* XXX probably want GL_FALSE... */ ctx->Shader.EmitComments = GL_FALSE; - ctx->Shader.Flags = get_shader_flags(); } @@ -1639,7 +1613,6 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; struct gl_uniform *uniform; GLint elems, offset; - GLenum basicType; if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); @@ -1663,35 +1636,19 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, switch (type) { case GL_FLOAT: - basicType = GL_FLOAT; - elems = 1; - break; case GL_INT: - basicType = GL_INT; elems = 1; break; case GL_FLOAT_VEC2: - basicType = GL_FLOAT; - elems = 2; - break; case GL_INT_VEC2: - basicType = GL_INT; elems = 2; break; case GL_FLOAT_VEC3: - basicType = GL_FLOAT; - elems = 3; - break; case GL_INT_VEC3: - basicType = GL_INT; elems = 3; break; case GL_FLOAT_VEC4: - basicType = GL_FLOAT; - elems = 4; - break; case GL_INT_VEC4: - basicType = GL_INT; elems = 4; break; default: @@ -1703,25 +1660,6 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, uniform = &shProg->Uniforms->Uniforms[location]; - if (ctx->Shader.Flags & GLSL_UNIFORMS) { - GLint i; - _mesa_printf("Mesa: set program %u uniform %s (loc %d) to: ", - shProg->Name, uniform->Name, location); - if (basicType == GL_INT) { - const GLint *v = (const GLint *) values; - for (i = 0; i < count * elems; i++) { - _mesa_printf("%d ", v[i]); - } - } - else { - const GLfloat *v = (const GLfloat *) values; - for (i = 0; i < count * elems; i++) { - _mesa_printf("%g ", v[i]); - } - } - _mesa_printf("\n"); - } - /* A uniform var may be used by both a vertex shader and a fragment * shader. We may need to update one or both shader's uniform here: */ |