From ade508312c701ce89d3c2cd717994dbbabb4f207 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Wed, 14 May 2008 16:09:46 -0600 Subject: Updated GLSL uniform/sampler handling from gallium-0.1 branch Previously, the shader linker combined the uniforms used by the vertex and fragment shaders into a combined set of uniforms. This made the implementation of glUniform*() simple, but was rather inefficient otherwise. Now each shader gets its own set of uniforms (no more modelview matrix showing up in the fragment shader uniforms, for example). cherry-picked by hand from gallium-0.1 branch --- src/mesa/swrast/s_span.c | 1 - 1 file changed, 1 deletion(-) (limited to 'src/mesa/swrast/s_span.c') diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 656a90a99a..4c58f8de87 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -1401,7 +1401,6 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) * Write to renderbuffers */ { - const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; const GLuint numBuffers = fb->_NumColorDrawBuffers; const GLboolean multiFragOutputs = numBuffers > 1; GLuint buf; -- cgit v1.2.3