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