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authorKenneth Graunke <[email protected]>2013-07-25 14:47:58 -0700
committerKenneth Graunke <[email protected]>2013-07-29 22:35:37 -0700
commit07cdf426c108eca93ac8ff3c682e2c800a5f5d20 (patch)
treeaf6deaedf488e99ad2b34a54aa233c2479befb9d
parent488b3ed6f40df4608f7d02758ffd4ab7070c782e (diff)
mesa: Remove broken assertion about enabled texture targets.
For GLSL programs, enabledTargets can have more than one bit set. For example, a shader that uses sampler2D and samplerCube uniforms will have both TEXTURE_2D_BIT and TEXTURE_CUBE_BIT set. The code that sets _ReallyEnabled already handles this, selecting the "highest priority" texture target. We should simply use that. Fixes new Piglit test incomplete-textures-of-multiple-types. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62698 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Brian Paul <[email protected]>
-rw-r--r--src/mesa/main/texstate.c6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 741985c4638..afff0135952 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -594,8 +594,8 @@ update_texture_state( struct gl_context *ctx )
/* Look for the highest priority texture target that's enabled (or used
* by the vert/frag shaders) and "complete". That's the one we'll use
- * for texturing. If we're using vert/frag program we're guaranteed
- * that bitcount(enabledBits) <= 1.
+ * for texturing.
+ *
* Note that the TEXTURE_x_INDEX values are in high to low priority.
*/
for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
@@ -624,8 +624,6 @@ update_texture_state( struct gl_context *ctx )
struct gl_texture_object *texObj;
gl_texture_index texTarget;
- assert(_mesa_bitcount(enabledTargets) == 1);
-
texTarget = (gl_texture_index) (ffs(enabledTargets) - 1);
texObj = _mesa_get_fallback_texture(ctx, texTarget);