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authorIan Romanick <[email protected]>2011-11-14 12:11:46 -0800
committerIan Romanick <[email protected]>2012-01-11 12:51:24 -0800
commit195ee502c3196607e3a74075aefade9770a08a67 (patch)
treef1471a5acefee33601908b051791e02418a5ddf7 /src/glsl/opt_copy_propagation_elements.cpp
parentb527dd65c830a2b008816cf390d5be906e29bb23 (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]>
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