glsl: remove unused link_assign_uniform_block_offsets

ubo offsets are assigned by link_uniform_blocks since 514f8c7e

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Tapani Pälli
2014-09-24 14:09:23 +03:00
parent e018ea81bf
commit 9caa5c3b13
2 changed files with 0 additions and 37 deletions

View File

@@ -771,40 +771,6 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
}
}
void
link_assign_uniform_block_offsets(struct gl_shader *shader)
{
for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
struct gl_uniform_block *block = &shader->UniformBlocks[b];
unsigned offset = 0;
for (unsigned int i = 0; i < block->NumUniforms; i++) {
struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
const struct glsl_type *type = ubo_var->Type;
unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
unsigned size = type->std140_size(ubo_var->RowMajor);
offset = glsl_align(offset, alignment);
ubo_var->Offset = offset;
offset += size;
}
/* From the GL_ARB_uniform_buffer_object spec:
*
* "For uniform blocks laid out according to [std140] rules,
* the minimum buffer object size returned by the
* UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
* offset of the last basic machine unit consumed by the
* last uniform of the uniform block (including any
* end-of-array or end-of-structure padding), adding one,
* and rounding up to the next multiple of the base
* alignment required for a vec4."
*/
block->UniformBufferSize = glsl_align(offset, 16);
}
}
/**
* Scan the program for image uniforms and store image unit access
* information into the gl_shader data structure.

View File

@@ -50,9 +50,6 @@ link_cross_validate_uniform_block(void *mem_ctx,
unsigned int *num_linked_blocks,
struct gl_uniform_block *new_block);
void
link_assign_uniform_block_offsets(struct gl_shader *shader);
extern bool
link_uniform_blocks_are_compatible(const gl_uniform_block *a,
const gl_uniform_block *b);