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authorBrian Paul <brian.paul@tungstengraphics.com>2008-05-14 16:09:46 -0600
committerBrian Paul <brian.paul@tungstengraphics.com>2008-05-14 16:09:46 -0600
commitade508312c701ce89d3c2cd717994dbbabb4f207 (patch)
tree7c7a35935143d90c99820025a8887c5606041db6 /src/mesa/shader/prog_instruction.h
parentc807c1a23fc918591e9d2f6f26c4e071a725bced (diff)
Updated GLSL uniform/sampler handling from gallium-0.1 branch
Previously, the shader linker combined the uniforms used by the vertex and fragment shaders into a combined set of uniforms. This made the implementation of glUniform*() simple, but was rather inefficient otherwise. Now each shader gets its own set of uniforms (no more modelview matrix showing up in the fragment shader uniforms, for example). cherry-picked by hand from gallium-0.1 branch
Diffstat (limited to 'src/mesa/shader/prog_instruction.h')
-rw-r--r--src/mesa/shader/prog_instruction.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mesa/shader/prog_instruction.h b/src/mesa/shader/prog_instruction.h
index aca768376a..f8ff33ed30 100644
--- a/src/mesa/shader/prog_instruction.h
+++ b/src/mesa/shader/prog_instruction.h
@@ -413,12 +413,13 @@ struct prog_instruction
*/
GLint BranchTarget;
+#if 0
/**
* For TEX instructions in shaders, the sampler to use for the
* texture lookup.
*/
GLint Sampler;
-
+#endif
const char *Comment;
};