diff options
author | Ian Romanick <[email protected]> | 2011-11-14 18:12:16 -0800 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2012-01-11 12:51:24 -0800 |
commit | 6a992c3288b6f7a5d94172c9ad1908e71e58233e (patch) | |
tree | 01de8311508d0034fc622393f2e7abcbef4742bd /src/mesa/program | |
parent | 32be81de39f7548e353afabf1215b0ea7c7b0916 (diff) |
linker: Calculate the sampler to texture target mapping during linking
Track the calculated data in gl_shader_program instead of the
individual assembly shaders.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/program')
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 8 |
1 files changed, 3 insertions, 5 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 5a68fc51d08..8280efefe82 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -2496,7 +2496,7 @@ print_program(struct prog_instruction *mesa_instructions, * samplers, etc). */ static void -count_resources(struct gl_program *prog) +count_resources(struct gl_shader_program *shProg, struct gl_program *prog) { unsigned int i; @@ -2506,8 +2506,6 @@ count_resources(struct gl_program *prog) struct prog_instruction *inst = &prog->Instructions[i]; if (_mesa_is_tex_instruction(inst->Opcode)) { - prog->SamplerTargets[inst->TexSrcUnit] = - (gl_texture_index)inst->TexSrcTarget; prog->SamplersUsed |= 1 << inst->TexSrcUnit; if (inst->TexShadow) { prog->ShadowSamplers |= 1 << inst->TexSrcUnit; @@ -2515,7 +2513,7 @@ count_resources(struct gl_program *prog) } } - _mesa_update_shader_textures_used(prog); + _mesa_update_shader_textures_used(shProg, prog); } class add_uniform_to_shader : public uniform_field_visitor { @@ -3197,7 +3195,7 @@ get_mesa_program(struct gl_context *ctx, mesa_instructions = NULL; do_set_program_inouts(shader->ir, prog, shader->Type == GL_FRAGMENT_SHADER); - count_resources(prog); + count_resources(shader_program, prog); /* Set the gl_FragDepth layout. */ if (target == GL_FRAGMENT_PROGRAM_ARB) { |