diff options
author | Ian Romanick <[email protected]> | 2011-11-14 12:11:46 -0800 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2012-01-11 12:51:24 -0800 |
commit | 195ee502c3196607e3a74075aefade9770a08a67 (patch) | |
tree | f1471a5acefee33601908b051791e02418a5ddf7 /src/mesa/main/uniforms.h | |
parent | b527dd65c830a2b008816cf390d5be906e29bb23 (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]>
Diffstat (limited to 'src/mesa/main/uniforms.h')
-rw-r--r-- | src/mesa/main/uniforms.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/mesa/main/uniforms.h b/src/mesa/main/uniforms.h index 123d7b95423..f796f82766e 100644 --- a/src/mesa/main/uniforms.h +++ b/src/mesa/main/uniforms.h @@ -214,6 +214,9 @@ _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni, extern void _mesa_update_shader_textures_used(struct gl_program *prog); +extern bool +_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg, + char *errMsg, size_t errMsgLength); extern void _mesa_init_shader_uniform_dispatch(struct _glapi_table *exec); |