Matt Turner <matts...@gmail.com> writes:

> On Fri, Mar 20, 2015 at 7:11 AM, Francisco Jerez <curroje...@riseup.net> 
> wrote:
>> This seemed to be trying to deduce the number of uniform vector
>> components from the parameter swizzle, but the algorithm would always
>> give 4 as result.  Instead grab the correct number of components from
>> the GLSL type.
>> ---
>
> Functionally, what does this affect? Are we now packing uniforms more
> efficiently or something?

Yeah, mostly for fixed function stuff.  It should prevent some built-in
uniforms from taking up a full vec4 of constants even though they only
need less components.

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