Commit b5c07b92 authored by Eric Anholt's avatar Eric Anholt

mesa: Remove now-unused _mesa_add_sampler().

We do the generation of "what sampler number within Parameters are we"
right in ir_to_mesa.cpp, instead of repeatedly walking the existing
list to find out.
parent aa452e20
......@@ -284,43 +284,6 @@ _mesa_add_unnamed_constant(struct gl_program_parameter_list *paramList,
return pos;
}
/**
* Add a sampler to the parameter list.
* \param name uniform's name
* \param datatype GL_SAMPLER_2D, GL_SAMPLER_2D_RECT_ARB, etc.
* \param index the sampler number (as seen in TEX instructions)
* \return sampler index (starting at zero) or -1 if error
*/
GLint
_mesa_add_sampler(struct gl_program_parameter_list *paramList,
const char *name, GLenum datatype, int array_length)
{
GLint i = _mesa_lookup_parameter_index(paramList, -1, name);
if (i >= 0 && paramList->Parameters[i].Type == PROGRAM_SAMPLER) {
ASSERT(paramList->Parameters[i].Size == 4 * array_length);
ASSERT(paramList->Parameters[i].DataType == datatype);
/* already in list */
return (GLint) paramList->ParameterValues[i][0];
}
else {
GLuint i;
/* One integer texture unit number goes in each parameter location. */
const GLint size = 4 * array_length;
GLfloat value[4];
GLint numSamplers = 0;
for (i = 0; i < paramList->NumParameters; i++) {
if (paramList->Parameters[i].Type == PROGRAM_SAMPLER)
numSamplers++;
}
value[0] = (GLfloat) numSamplers;
value[1] = value[2] = value[3] = 0.0F;
(void) _mesa_add_parameter(paramList, PROGRAM_SAMPLER, name,
size, datatype, value, NULL, 0x0);
return numSamplers;
}
}
/**
* Add parameter representing a varying variable.
*/
......
......@@ -130,10 +130,6 @@ _mesa_add_unnamed_constant(struct gl_program_parameter_list *paramList,
const GLfloat values[4], GLuint size,
GLuint *swizzleOut);
extern GLint
_mesa_add_sampler(struct gl_program_parameter_list *paramList,
const char *name, GLenum datatype, int array_length);
extern GLint
_mesa_add_varying(struct gl_program_parameter_list *paramList,
const char *name, GLuint size, GLenum datatype,
......
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