glsl: store number of explicit uniform loactions in gl_shader_program

This allows us to cleanup the functions that pass this count around,
but more importantly we will be able to call the uniform linking
functions from that backends linker without having to pass this
information to the backend directly via Driver.LinkShader().

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri
2016-12-04 22:47:17 +11:00
parent c054bbf0d4
commit 62f718bfcb
4 changed files with 25 additions and 29 deletions

View File

@@ -35,8 +35,7 @@ link_invalidate_variable_locations(exec_list *ir);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx,
unsigned int num_explicit_uniform_locs);
struct gl_context *ctx);
extern void
link_set_uniform_initializers(struct gl_shader_program *prog,