[ioquake3] 37/50: OpenGL2: Remove GLSL_ValidateProgram().

Simon McVittie smcv at debian.org
Sun Jul 23 21:55:26 UTC 2017


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smcv pushed a commit to branch debian/master
in repository ioquake3.

commit a4c09236b1cb7fe5ccd70126b6f872f51c84fdb6
Author: SmileTheory <SmileTheory at gmail.com>
Date:   Thu Jul 13 12:10:09 2017 -0700

    OpenGL2: Remove GLSL_ValidateProgram().
    
    https://stackoverflow.com/questions/39761456/why-does-glvalidateprogram-fail-when-no-vao-is-bound
---
 code/renderergl2/tr_glsl.c | 15 ---------------
 1 file changed, 15 deletions(-)

diff --git a/code/renderergl2/tr_glsl.c b/code/renderergl2/tr_glsl.c
index 9f01f22..70ad816 100644
--- a/code/renderergl2/tr_glsl.c
+++ b/code/renderergl2/tr_glsl.c
@@ -487,20 +487,6 @@ static void GLSL_LinkProgram(GLuint program)
 	}
 }
 
-static void GLSL_ValidateProgram(GLuint program)
-{
-	GLint           validated;
-
-	qglValidateProgram(program);
-
-	qglGetProgramiv(program, GL_VALIDATE_STATUS, &validated);
-	if(!validated)
-	{
-		GLSL_PrintLog(program, GLSL_PRINTLOG_PROGRAM_INFO, qfalse);
-		ri.Error(ERR_DROP, "shaders failed to validate");
-	}
-}
-
 static void GLSL_ShowProgramUniforms(GLuint program)
 {
 	int             i, count, size;
@@ -695,7 +681,6 @@ void GLSL_InitUniforms(shaderProgram_t *program)
 
 void GLSL_FinishGPUShader(shaderProgram_t *program)
 {
-	GLSL_ValidateProgram(program->program);
 	GLSL_ShowProgramUniforms(program->program);
 	GL_CheckErrors();
 }

-- 
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