From ade508312c701ce89d3c2cd717994dbbabb4f207 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Wed, 14 May 2008 16:09:46 -0600 Subject: 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 --- src/mesa/shader/prog_parameter.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/mesa/shader/prog_parameter.h') diff --git a/src/mesa/shader/prog_parameter.h b/src/mesa/shader/prog_parameter.h index 105f6f24de..d6cc03448c 100644 --- a/src/mesa/shader/prog_parameter.h +++ b/src/mesa/shader/prog_parameter.h @@ -114,7 +114,7 @@ _mesa_add_uniform(struct gl_program_parameter_list *paramList, extern GLint _mesa_add_sampler(struct gl_program_parameter_list *paramList, - const char *name, GLenum datatype); + const char *name, GLenum datatype, GLuint index); extern GLint _mesa_add_varying(struct gl_program_parameter_list *paramList, -- cgit v1.2.3