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Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c62
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:
*/