summaryrefslogtreecommitdiffstats
path: root/src/glsl/linker.cpp
diff options
context:
space:
mode:
authorMarek Olšák <[email protected]>2013-06-12 17:15:46 +0200
committerMarek Olšák <[email protected]>2013-07-02 17:02:14 +0200
commit030ca230e25192307336cb39f1ee414d0392b620 (patch)
treed77e85b3517380fded6c54ce6a1c3ef1da025f1f /src/glsl/linker.cpp
parent84f367e69a876e473b4293483c5842b47d27d493 (diff)
mesa: renumber shader indices according to their placement in pipeline
See my explanation in mtypes.h. v2: don't do this in gallium v3: also updated the comment at the gl_shader_type definition Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index c168e47e0c8..61405ea71b8 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1514,31 +1514,31 @@ static bool
check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
{
static const char *const shader_names[MESA_SHADER_TYPES] = {
- "vertex", "fragment", "geometry"
+ "vertex", "geometry", "fragment"
};
const unsigned max_samplers[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxTextureImageUnits,
- ctx->Const.FragmentProgram.MaxTextureImageUnits,
- ctx->Const.GeometryProgram.MaxTextureImageUnits
+ ctx->Const.GeometryProgram.MaxTextureImageUnits,
+ ctx->Const.FragmentProgram.MaxTextureImageUnits
};
const unsigned max_default_uniform_components[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformComponents,
- ctx->Const.FragmentProgram.MaxUniformComponents,
- ctx->Const.GeometryProgram.MaxUniformComponents
+ ctx->Const.GeometryProgram.MaxUniformComponents,
+ ctx->Const.FragmentProgram.MaxUniformComponents
};
const unsigned max_combined_uniform_components[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxCombinedUniformComponents,
- ctx->Const.FragmentProgram.MaxCombinedUniformComponents,
- ctx->Const.GeometryProgram.MaxCombinedUniformComponents
+ ctx->Const.GeometryProgram.MaxCombinedUniformComponents,
+ ctx->Const.FragmentProgram.MaxCombinedUniformComponents
};
const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
ctx->Const.VertexProgram.MaxUniformBlocks,
- ctx->Const.FragmentProgram.MaxUniformBlocks,
ctx->Const.GeometryProgram.MaxUniformBlocks,
+ ctx->Const.FragmentProgram.MaxUniformBlocks
};
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {