glsl_to_tgsi: only associate the uniform storage once at link time

This hack is no longer needed. (see the previous commit)

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Marek Olšák 2015-04-11 20:05:41 +02:00
parent bb5df7350b
commit 0d46440c3a
1 changed files with 0 additions and 24 deletions

View 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);