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author | Eric Anholt <[email protected]> | 2014-04-23 16:27:56 -0700 |
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committer | Eric Anholt <[email protected]> | 2014-04-30 14:33:20 -0700 |
commit | a580b500edb25298d99e8e78d04eaca418dcd4ce (patch) | |
tree | bff6a1d210aa44fac19244e7e6238d4ee7c32a3a /src/egl/main | |
parent | e5e50fae6aaf2a1901f43f05f677e48f447087cc (diff) |
mesa: Split the shader texture update logic from fixed function.
I want to avoid walking the entire long array texture image units, but the
obvious way to do so means walking program samplers, and thus hitting the
units in a random order.
This change replaces the previous behavior of only setting up the fallback
texture for a fragment shader with setting up the fallback texture for any
shader that's missing a complete texture of the right target in its unit.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/egl/main')
0 files changed, 0 insertions, 0 deletions