glsl_to_tgsi: only associate the uniform storage once at link time
authorMarek Olšák <marek.olsak@amd.com>
Sat, 11 Apr 2015 18:05:41 +0000 (20:05 +0200)
committerMarek Olšák <marek.olsak@amd.com>
Thu, 16 Apr 2015 16:36:29 +0000 (18:36 +0200)
This hack is no longer needed. (see the previous commit)

Reviewed-by: Brian Paul <brianp@vmware.com>
src/mesa/state_tracker/st_glsl_to_tgsi.cpp

index 9401dcb..fa390c9 100644 (file)
@@ -5117,15 +5117,6 @@ st_translate_program(
    t->outputMapping = outputMapping;
    t->ureg = ureg;
 
-   if (program->shader_program) {
-      for (i = 0; i < program->shader_program->NumUserUniformStorage; i++) {
-         struct gl_uniform_storage *const storage =
-               &program->shader_program->UniformStorage[i];
-
-         _mesa_uniform_detach_all_driver_storage(storage);
-      }
-   }
-
    /*
     * Declare input attributes.
     */
@@ -5360,21 +5351,6 @@ st_translate_program(
                        t->insn[t->labels[i].branch_target]);
    }
 
-   if (program->shader_program) {
-      /* This has to be done last.  Any operation the can cause
-       * prog->ParameterValues to get reallocated (e.g., anything that adds a
-       * program constant) has to happen before creating this linkage.
-       */
-      for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
-         if (program->shader_program->_LinkedShaders[i] == NULL ||
-             program->shader_program->_LinkedShaders[i]->Program == NULL)
-            continue;
-
-         _mesa_associate_uniform_storage(ctx, program->shader_program,
-               program->shader_program->_LinkedShaders[i]->Program->Parameters);
-      }
-   }
-
 out:
    if (t) {
       free(t->temps);