diff options
author | Timothy Arceri <[email protected]> | 2016-11-04 17:05:22 +1100 |
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committer | Timothy Arceri <[email protected]> | 2017-01-06 11:21:42 +1100 |
commit | 53a509723ff10ae1494e611de3823f17b7e9f225 (patch) | |
tree | 807c5bffbfa4027f9c178787709187812c4570bc /src/mesa/main/uniforms.c | |
parent | 7cc61cf706e857e27ea3ce9578b9c480bfbc94a1 (diff) |
mesa/glsl: set sampler units directly in gl_program
Now that we create gl_program earlier there is no need to mess about
copying things to gl_linked_shader then to gl_program.
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/mesa/main/uniforms.c')
-rw-r--r-- | src/mesa/main/uniforms.c | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c index f26fd784e71..5534fcf2abe 100644 --- a/src/mesa/main/uniforms.c +++ b/src/mesa/main/uniforms.c @@ -73,14 +73,13 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg, assert(shader); - memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits)); memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); shProg->SamplersValidated = GL_TRUE; while (mask) { const int s = u_bit_scan(&mask); - GLuint unit = shader->SamplerUnits[s]; + GLuint unit = prog->SamplerUnits[s]; GLuint tgt = shader->SamplerTargets[s]; assert(unit < ARRAY_SIZE(prog->TexturesUsed)); assert(tgt < NUM_TEXTURE_TARGETS); |