glsl/mesa: remove UniformHash field

Unused since 9617184bc2

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30034>
This commit is contained in:
Timothy Arceri 2024-07-04 12:45:18 +10:00 committed by Marge Bot
parent 801ed4d032
commit 5ae5229e3d
4 changed files with 0 additions and 20 deletions

View file

@ -512,8 +512,6 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
rzalloc_array(uniforms, union gl_constant_value,
prog->data->NumUniformDataSlots);
prog->UniformHash = new string_to_uint_map;
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
uniforms[i].type = decode_type_from_blob(metadata);
uniforms[i].array_elements = blob_read_uint32(metadata);
@ -534,7 +532,6 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
uniforms[i].top_level_array_size = blob_read_uint32(metadata);
uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
prog->UniformHash->put(i, uniforms[i].name.string);
if (has_uniform_storage(prog, i)) {
uniforms[i].storage = data + blob_read_uint32(metadata);

View file

@ -160,7 +160,6 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
shProg->data->UniformStorage = NULL;
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;
shProg->UniformHash = NULL;
ralloc_free(shProg->data->InfoLog);
shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
@ -322,7 +321,6 @@ standalone_destroy_shader_program(struct gl_shader_program *whole_program)
delete whole_program->AttributeBindings;
delete whole_program->FragDataBindings;
delete whole_program->FragDataIndexBindings;
delete whole_program->UniformHash;
ralloc_free(whole_program);
}

View file

@ -446,16 +446,6 @@ struct gl_shader_program
*/
unsigned NumExplicitUniformLocations;
/**
* Map of active uniform names to locations
*
* Maps any active uniform that is not an array element to a location.
* Each active uniform, including individual structure members will appear
* in this map. This roughly corresponds to the set of names that would be
* enumerated by \c glGetActiveUniform.
*/
struct string_to_uint_map *UniformHash;
GLboolean SamplersValidated; /**< Samplers validated against texture units? */
bool IsES; /**< True if this program uses GLSL ES */

View file

@ -344,11 +344,6 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
shProg->UniformRemapTable = NULL;
}
if (shProg->UniformHash) {
string_to_uint_map_dtor(shProg->UniformHash);
shProg->UniformHash = NULL;
}
if (shProg->data)
_mesa_program_resource_hash_destroy(shProg);