diff options
author | Marek Olšák <[email protected]> | 2013-06-12 17:15:46 +0200 |
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committer | Marek Olšák <[email protected]> | 2013-07-02 17:02:14 +0200 |
commit | 030ca230e25192307336cb39f1ee414d0392b620 (patch) | |
tree | d77e85b3517380fded6c54ce6a1c3ef1da025f1f /src/glsl/linker.cpp | |
parent | 84f367e69a876e473b4293483c5842b47d27d493 (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.cpp | 16 |
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++) { |