The original comments just tell me that I'm doing wrong. Here I sent a patch for comments and explanation, and I may then try to write the code to process those built-in uniform variables.
My questions is why we can't handle those built-in uniform variables like normal uniform variables? What kind of special stuff should be deal while handling them? (Sorry, I am not familiar with glsl). Thanks. Cc: [email protected] Cc: [email protected] Cc: [email protected] --- src/glsl/link_uniforms.cpp | 10 ---------- 1 files changed, 0 insertions(+), 10 deletions(-) diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index b9d5361..bd6af5d 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -273,11 +273,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog) if ((var == NULL) || (var->mode != ir_var_uniform)) continue; - /* FINISHME: Update code to process built-in uniforms! - */ - if (strncmp("gl_", var->name, 3) == 0) - continue; - uniform_size.process(var); } } @@ -310,11 +305,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog) if ((var == NULL) || (var->mode != ir_var_uniform)) continue; - /* FINISHME: Update code to process built-in uniforms! - */ - if (strncmp("gl_", var->name, 3) == 0) - continue; - parcel.process(var); } } -- 1.7.4.4 _______________________________________________ mesa-dev mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-dev
