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authorKenneth Graunke <[email protected]>2014-09-11 22:07:41 -0700
committerIan Romanick <[email protected]>2014-09-12 16:51:52 -0700
commiteeba3c94b10e6ec5dfa7fbef0c98067f74ad838f (patch)
tree5b314753a0e334f0204cff64ebfc601659afd7f5
parent0eeec2871dadf3810143efa9f91495165749be02 (diff)
i965/vec4: Make type_size() return 0 for samplers.
The FS backend has always used 0, and the VS backend has always used 1. I think 1 is just working around other problems, and is incorrect. Samplers are baked in; nothing uses the UNIFORM register we would create, and we shouldn't upload any constant values for them. Fixes ES3-CTS.shaders.struct.uniform.sampler_array_vertex. Signed-off-by: Kenneth Graunke <[email protected]> Cc: [email protected] Reviewed-by: Ian Romanick <[email protected]> Tested-by: Ian Romanick <[email protected]> (cherry picked from commit 7865026c04f6cc36dc81f993bc32ddda2806ecb5)
-rw-r--r--src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
index fe8a0dfba46..4ed1e8cd0a6 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
@@ -588,10 +588,10 @@ type_size(const struct glsl_type *type)
}
return size;
case GLSL_TYPE_SAMPLER:
- /* Samplers take up one slot in UNIFORMS[], but they're baked in
- * at link time.
+ /* Samplers take up no register space, since they're baked in at
+ * link time.
*/
- return 1;
+ return 0;
case GLSL_TYPE_ATOMIC_UINT:
return 0;
case GLSL_TYPE_IMAGE: