Remove remaining UBO & constants junk from DrawData

This isn't used. We have Ben's shiny new descriptor-based UBO system now
instead.

Change-Id: If971e6bce3ddfb149d33dc5c42294d7b75c31888
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/26609
Tested-by: Chris Forbes <chrisforbes@google.com>
Presubmit-Ready: Chris Forbes <chrisforbes@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
diff --git a/src/Device/Renderer.hpp b/src/Device/Renderer.hpp
index 66768b4..68f7908 100644
--- a/src/Device/Renderer.hpp
+++ b/src/Device/Renderer.hpp
@@ -121,30 +121,6 @@
 		Texture mipmap[TOTAL_IMAGE_UNITS];
 		const void *indices;
 
-		struct VS
-		{
-			float4 c[VERTEX_UNIFORM_VECTORS + 1];   // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
-			byte* u[MAX_UNIFORM_BUFFER_BINDINGS];
-			byte* t[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS];
-			unsigned int reg[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]; // Offset used when reading from registers, in components
-			unsigned int row[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]; // Number of rows to read
-			unsigned int col[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]; // Number of columns to read
-			unsigned int str[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]; // Number of components between each varying in output buffer
-			int4 i[16];
-			bool b[16];
-		};
-
-		struct PS
-		{
-			float4 c[FRAGMENT_UNIFORM_VECTORS];
-			byte* u[MAX_UNIFORM_BUFFER_BINDINGS];
-			int4 i[16];
-			bool b[16];
-		};
-
-		VS vs;
-		PS ps;
-
 		int instanceID;
 		float lineWidth;
 
diff --git a/src/Pipeline/VertexProgram.cpp b/src/Pipeline/VertexProgram.cpp
index d286718..b1ec6bf 100644
--- a/src/Pipeline/VertexProgram.cpp
+++ b/src/Pipeline/VertexProgram.cpp
@@ -84,23 +84,6 @@
 		spirvShader->emitEpilog(&routine);
 	}
 
-	RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
-	{
-		if(bufferIndex == -1)
-		{
-			return data + OFFSET(DrawData, vs.c[index]);
-		}
-		else
-		{
-			return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
-		}
-	}
-
-	RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int &offset)
-	{
-		return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
-	}
-
 	Int4 VertexProgram::enableMask()
 	{
 		Int4 enable = true ? Int4(enableStack[enableIndex]) : Int4(0xFFFFFFFF);