We don't need them now that our set of parameter pointers points at the
GL core storage for them.  This should save memory/bandwidth/overhead in
uniform updates.
---
 src/mesa/drivers/dri/i965/brw_shader.cpp |    3 ---
 1 file changed, 3 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp 
b/src/mesa/drivers/dri/i965/brw_shader.cpp
index 951b5f4..1e8d574 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.cpp
+++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
@@ -100,9 +100,6 @@ brw_link_shader(struct gl_context *ctx, struct 
gl_shader_program *shProg)
        return false;
       prog->Parameters = _mesa_new_parameter_list();
 
-      _mesa_generate_parameters_list_for_uniforms(shProg, &shader->base,
-                                                 prog->Parameters);
-
       if (stage == 0) {
         struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
         vp->UsesClipDistance = shProg->Vert.UsesClipDistance;
-- 
1.7.10.4

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