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
-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() {