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authorBrian Paul <[email protected]>2016-03-18 09:55:57 -0600
committerBrian Paul <[email protected]>2016-03-21 11:59:25 -0600
commitdc9ecf58c0c5c8a97cd41362e78c2fcd9f6e3b80 (patch)
tree0f507a7a25a2d7b20d2c33432cb73af1c0f88dfe /src/getopt
parentb56b853ab3937d6144597f490bb38e2532d0cee2 (diff)
svga: use shader sampler view declarations
Previously, we looked at the bound textures (via the pipe_sampler_views) to determine texture dimensions (1D/2D/3D/etc) and datatype (float vs. int). But this could fail in out of memory conditions. If we failed to allocate a texture and didn't create a pipe_sampler_view, we'd default to using 0 (PIPE_BUFFER) as the texture type. This led to device errors because of inconsistent shader code. This change relies on all TGSI shaders having an SVIEW declaration for each SAMP declaration. The previous patch series does that. Reviewed-by: Charmaine Lee <[email protected]>
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