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authorKenneth Graunke <[email protected]>2014-02-21 16:58:09 -0800
committerKenneth Graunke <[email protected]>2014-02-21 19:18:07 -0800
commit6984a6be5cdb42fe668239abbc20995f5ee289a6 (patch)
tree1a721c1f861a646edaeb1ebcfba4006ee439cdef
parent119aa50929d418a9f410d562b26aec8e1b2a482d (diff)
meta: Eliminate samplers[] array in favor of using vec4_prefix.
We don't need an array mapping the shader index to "sampler2DMS", "isampler2DMS", and so on. We can simply do "%ssampler2DMS" and pass in vec4_prefix, which is "", "i", or "u". This eliminates the use of C99 array initializers and should fix the MSVC build. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=75344 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
-rw-r--r--src/mesa/drivers/common/meta_blit.c12
1 files changed, 2 insertions, 10 deletions
diff --git a/src/mesa/drivers/common/meta_blit.c b/src/mesa/drivers/common/meta_blit.c
index 34b58d99a03..69c2590b443 100644
--- a/src/mesa/drivers/common/meta_blit.c
+++ b/src/mesa/drivers/common/meta_blit.c
@@ -93,14 +93,6 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
GLuint vs, fs;
void *mem_ctx;
enum blit_msaa_shader shader_index;
- const char *samplers[] = {
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE] = "sampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_INT] = "isampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE_UINT] = "usampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY] = "sampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_INT] = "isampler2DMS",
- [BLIT_MSAA_SHADER_2D_MULTISAMPLE_COPY_UINT] = "usampler2DMS",
- };
bool dst_is_msaa = false;
GLenum src_datatype;
const char *vec4_prefix;
@@ -305,7 +297,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"%s\n"
- "uniform %s texSampler;\n"
+ "uniform %ssampler2DMS texSampler;\n"
"in vec2 texCoords;\n"
"out %svec4 out_color;\n"
"\n"
@@ -315,7 +307,7 @@ setup_glsl_msaa_blit_shader(struct gl_context *ctx,
"%s\n" /* sample_resolve */
"}\n",
arb_sample_shading_extension_string,
- samplers[shader_index],
+ vec4_prefix,
vec4_prefix,
merge_function,
sample_resolve);