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author | Ian Romanick <[email protected]> | 2011-11-14 12:11:46 -0800 |
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committer | Ian Romanick <[email protected]> | 2012-01-11 12:51:24 -0800 |
commit | 195ee502c3196607e3a74075aefade9770a08a67 (patch) | |
tree | f1471a5acefee33601908b051791e02418a5ddf7 /src/glsl/link_uniforms.cpp | |
parent | b527dd65c830a2b008816cf390d5be906e29bb23 (diff) |
mesa: Validate sampler settings using uniform storage
Rather than looking at the settings in individual assembly programs,
look at the settings in the top-level uniform values. The old code
was flawed because examining each shader stage in isolation could
allow inconsitent usage across stages (e.g., bind unit 0 to a
sampler2D in the vertex shader and sampler1DShadow in the fragment
shader).
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/link_uniforms.cpp')
0 files changed, 0 insertions, 0 deletions