[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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