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authorTimothy Arceri <[email protected]>2016-11-04 17:05:22 +1100
committerTimothy Arceri <[email protected]>2017-01-06 11:21:42 +1100
commit53a509723ff10ae1494e611de3823f17b7e9f225 (patch)
tree807c5bffbfa4027f9c178787709187812c4570bc /src/compiler/glsl
parent7cc61cf706e857e27ea3ce9578b9c480bfbc94a1 (diff)
mesa/glsl: set sampler units directly in gl_program
Now that we create gl_program earlier there is no need to mess about copying things to gl_linked_shader then to gl_program. Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/link_uniform_initializers.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/compiler/glsl/link_uniform_initializers.cpp b/src/compiler/glsl/link_uniform_initializers.cpp
index 6f05a3a8098..7439fd3789a 100644
--- a/src/compiler/glsl/link_uniform_initializers.cpp
+++ b/src/compiler/glsl/link_uniform_initializers.cpp
@@ -134,7 +134,8 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
- shader->SamplerUnits[index] = storage->storage[i].i;
+ shader->Program->SamplerUnits[index] =
+ storage->storage[i].i;
}
} else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
@@ -242,7 +243,7 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
if (shader && storage->opaque[sh].active) {
unsigned index = storage->opaque[sh].index;
- shader->SamplerUnits[index] = storage->storage[0].i;
+ shader->Program->SamplerUnits[index] = storage->storage[0].i;
}
}
}