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authorTimothy Arceri <[email protected]>2016-11-09 09:49:59 +1100
committerTimothy Arceri <[email protected]>2017-01-06 11:21:42 +1100
commit076ab157ff2ed7a98b09363bce355247f4ed71e6 (patch)
tree1df981f143864f8a22871471fa6cd78f5e577f10 /src/mesa/main/uniform_query.cpp
parent937523971f42f37b40badb962e575ecd8258b2d5 (diff)
st/mesa/glsl: move SamplerTargets to gl_program
This will help allow us to simplify the handling of samplers by storing them in a single location rather than duplicating them in both gl_linked_shader and gl_program. Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/mesa/main/uniform_query.cpp')
-rw-r--r--src/mesa/main/uniform_query.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index 047d21a85cf..145eff01756 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -1107,7 +1107,7 @@ _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
while (mask) {
const int s = u_bit_scan(&mask);
GLuint unit = shader->Program->SamplerUnits[s];
- GLuint tgt = shader->SamplerTargets[s];
+ GLuint tgt = shader->Program->sh.SamplerTargets[s];
/* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
* great job of eliminating unused uniforms currently so for now