Evas GL common: Remove uniform-related stuff

Remove last traces of the uniforms stuff for shaders, that was
removed in the following commits: 6b48c106d3 and cfd337a758.

Don't use uniforms in the evas GL pipeline, at least not like that.
This commit is contained in:
Jean-Philippe Andre 2015-03-02 11:30:34 +09:00
parent d7a8626f5b
commit 433d24cfa0
2 changed files with 0 additions and 17 deletions

View File

@ -302,11 +302,6 @@ struct _Evas_GL_Program
GLuint vert, frag, prog;
int tex_count;
struct {
GLint loc_sample;
GLint loc_yinvert;
GLint loc_mask_Absolute;
} uniforms;
};
struct _Evas_GL_Program_Source

View File

@ -34,10 +34,6 @@ gl_compile_link_error(GLuint target, const char *action)
}
}
#define ATTACH_UNIFORM(p, name) do { \
p->uniforms.loc_##name = glGetUniformLocation(p->prog, #name); \
} while (0)
static int
_evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
const char *pname,
@ -93,10 +89,6 @@ _evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
goto finish;
}
ATTACH_UNIFORM(p, sample);
ATTACH_UNIFORM(p, yinvert);
ATTACH_UNIFORM(p, mask_Absolute);
res = 1;
finish:
@ -212,10 +204,6 @@ _evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
return 0;
}
ATTACH_UNIFORM(p, sample);
ATTACH_UNIFORM(p, yinvert);
ATTACH_UNIFORM(p, mask_Absolute);
return 1;
}