gpu: don't validate uniform locations

Sufficiently smart GPU drivers can eliminate unused uniforms across
shader types.

Fixes gio#158

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-08-24 19:22:59 +02:00
parent 7eff3f561f
commit e214191ff7
3 changed files with 2 additions and 10 deletions
+1 -1
View File
@@ -488,7 +488,7 @@ func (b *Backend) NewProgram(vertShader, fragShader backend.ShaderSources) (back
}
func lookupUniform(funcs Functions, p Program, loc backend.UniformLocation) uniformLocation {
u := GetUniformLocation(funcs, p, loc.Name)
u := funcs.GetUniformLocation(p, loc.Name)
return uniformLocation{uniform: u, offset: loc.Offset, typ: loc.Type, size: loc.Size}
}
-8
View File
@@ -37,14 +37,6 @@ func CreateProgram(ctx Functions, vsSrc, fsSrc string, attribs []string) (Progra
return prog, nil
}
func GetUniformLocation(ctx Functions, prog Program, name string) Uniform {
loc := ctx.GetUniformLocation(prog, name)
if !loc.valid() {
panic(fmt.Errorf("uniform %s not found", name))
}
return loc
}
func createShader(ctx Functions, typ Enum, src string) (Shader, error) {
sh := ctx.CreateShader(typ)
if !sh.valid() {