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authorIan Romanick <[email protected]>2012-04-09 12:33:48 -0700
committerIan Romanick <[email protected]>2012-05-23 11:42:08 -0700
commit49da2590c24529e44de9993e2981cc970cf0135b (patch)
tree59a529706de0a6961eabcaabec5b1284f07df8a8 /src/mesa/main/ff_fragment_shader.cpp
parent75dac69262481ac26a823a9d06f7f138ec56b01f (diff)
mesa: Use initializers to configure samplers
Now that the linker handles initializers of samplers just like any other uniform, a bunch of this annoying code is unnecessary. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/main/ff_fragment_shader.cpp')
-rw-r--r--src/mesa/main/ff_fragment_shader.cpp41
1 files changed, 9 insertions, 32 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
index 8a42281db0f..0233f380257 100644
--- a/src/mesa/main/ff_fragment_shader.cpp
+++ b/src/mesa/main/ff_fragment_shader.cpp
@@ -1007,6 +1007,15 @@ static void load_texture( struct texenv_fragment_program *p, GLuint unit )
sampler_name,
ir_var_uniform);
p->top_instructions->push_head(sampler);
+
+ /* Set the texture unit for this sampler. The linker will pick this value
+ * up and do-the-right-thing.
+ *
+ * NOTE: The cast to int is important. Without it, the constant will have
+ * type uint, and things later on may get confused.
+ */
+ sampler->constant_value = new(p->mem_ctx) ir_constant(int(unit));
+
deref = new(p->mem_ctx) ir_dereference_variable(sampler);
tex->set_sampler(deref, glsl_type::vec4_type);
@@ -1350,38 +1359,6 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
_mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
- for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) {
- /* Enough space for 'sampler_999\0'.
- */
- char name[12];
-
- snprintf(name, sizeof(name), "sampler_%d", i);
-
- int loc = _mesa_get_uniform_location(ctx, p.shader_program, name);
- if (loc != -1) {
- unsigned base;
- unsigned idx;
-
- /* Avoid using _mesa_uniform() because it flags state
- * updates, so if we're generating this shader_program in a
- * state update, we end up recursing. Instead, just set the
- * value, which is picked up at re-link.
- */
- _mesa_uniform_split_location_offset(loc, &base, &idx);
- assert(idx == 0);
-
- struct gl_uniform_storage *const storage =
- &p.shader_program->UniformStorage[base];
-
- /* Update the storage, the SamplerUnits in the shader program, and
- * the SamplerUnits in the assembly shader.
- */
- storage->storage[idx].i = i;
- fp->SamplerUnits[storage->sampler] = i;
- p.shader_program->SamplerUnits[storage->sampler] = i;
- _mesa_propagate_uniforms_to_driver_storage(storage, 0, 1);
- }
- }
_mesa_update_shader_textures_used(p.shader_program, fp);
(void) ctx->Driver.ProgramStringNotify(ctx, fp->Target, fp);