We don't need them now that our set of parameter pointers points at the
GL core storage for them. This should save memory/bandwidth/overhead in
uniform updates.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
return false;
prog->Parameters = _mesa_new_parameter_list();
- _mesa_generate_parameters_list_for_uniforms(shProg, &shader->base,
- prog->Parameters);
-
if (stage == 0) {
struct gl_vertex_program *vp = (struct gl_vertex_program *) prog;
vp->UsesClipDistance = shProg->Vert.UsesClipDistance;