On 11/09/2011 01:10 AM, Yuanhan Liu wrote:
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).

Built-in uniforms aren't assigned locations that can be queried by glGetUniformLocation. There's a fair amount of work to do to make this work, and it's on my to-do list.

Thanks.

Cc: i...@freedesktop.org
Cc: e...@anholt.net
Cc: kenn...@whitecape.org
---
  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);
        }
     }

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