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authorEric Anholt <[email protected]>2014-04-23 16:27:56 -0700
committerEric Anholt <[email protected]>2014-04-30 14:33:20 -0700
commita580b500edb25298d99e8e78d04eaca418dcd4ce (patch)
treebff6a1d210aa44fac19244e7e6238d4ee7c32a3a /src/egl/main
parente5e50fae6aaf2a1901f43f05f677e48f447087cc (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')
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