diff --git a/src/compiler/glsl/link_uniform_initializers.cpp b/src/compiler/glsl/link_uniform_initializers.cpp index 97796e721bf..35522f76467 100644 --- a/src/compiler/glsl/link_uniform_initializers.cpp +++ b/src/compiler/glsl/link_uniform_initializers.cpp @@ -182,26 +182,6 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog, } } -static void -set_block_binding(gl_shader_program *prog, const char *block_name, - unsigned mode, int binding) -{ - unsigned num_blocks = mode == ir_var_uniform ? - prog->data->NumUniformBlocks : - prog->data->NumShaderStorageBlocks; - struct gl_uniform_block *blks = mode == ir_var_uniform ? - prog->data->UniformBlocks : prog->data->ShaderStorageBlocks; - - for (unsigned i = 0; i < num_blocks; i++) { - if (!strcmp(blks[i].Name, block_name)) { - blks[i].Binding = binding; - return; - } - } - - unreachable("Failed to initialize block binding"); -} - void set_uniform_initializer(void *mem_ctx, gl_shader_program *prog, const char *name, const glsl_type *type, @@ -307,43 +287,9 @@ link_set_uniform_initializers(struct gl_shader_program *prog, linker::set_opaque_binding(mem_ctx, prog, var, var->type, var->name, &binding); } else if (var->is_in_buffer_block()) { - const glsl_type *const iface_type = var->get_interface_type(); - - /* If the variable is an array and it is an interface instance, - * we need to set the binding for each array element. Just - * checking that the variable is an array is not sufficient. - * The variable could be an array element of a uniform block - * that lacks an instance name. For example: - * - * uniform U { - * float f[4]; - * }; - * - * In this case "f" would pass is_in_buffer_block (above) and - * type->is_array(), but it will fail is_interface_instance(). + /* This case is handled by link_uniform_blocks (at + * process_block_array_leaf) */ - if (var->is_interface_instance() && var->type->is_array()) { - for (unsigned i = 0; i < var->type->length; i++) { - const char *name = - ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i); - - /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the - * GLSL 4.20 spec says: - * - * "If the binding identifier is used with a uniform - * block instanced as an array then the first element - * of the array takes the specified block binding and - * each subsequent element takes the next consecutive - * uniform block binding point." - */ - linker::set_block_binding(prog, name, var->data.mode, - var->data.binding + i); - } - } else { - linker::set_block_binding(prog, iface_type->name, - var->data.mode, - var->data.binding); - } } else if (type->contains_atomic()) { /* we don't actually need to do anything. */ } else {