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authorBrian Paul <[email protected]>2008-11-06 15:04:11 -0700
committerBrian Paul <[email protected]>2008-11-06 15:24:18 -0700
commit517401af07ea17a7e88659e6ba95a0628ff826b3 (patch)
treef7f2e6621ea245334cd0824afb0a0106f7ada30a /src/mesa/shader/shader_api.c
parentdf94fd17647937975df031dcaa1ac24b2d79ce1b (diff)
mesa: update the shader programs->TexturesUsed array at link time
If an application never calls glUniform() to set sampler variable values they'll remain 0 (the default value/unit). Now call _mesa_update_shader_textures_used() at link time in case glUniform() is never called. program->TextureUsed[] will then be correct for state validation.
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c20
1 files changed, 16 insertions, 4 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index 4fc9f3daaa3..e883f8b8be1 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -1415,10 +1415,22 @@ _mesa_use_program(GLcontext *ctx, GLuint program)
/**
- * Update the vertex and fragment program's TexturesUsed arrays.
+ * Update the vertex/fragment program's TexturesUsed array.
+ *
+ * This needs to be called after glUniform(set sampler var) is called.
+ * A call to glUniform(samplerVar, value) causes a sampler to point to a
+ * particular texture unit. We know the sampler's texture target
+ * (1D/2D/3D/etc) from compile time but the sampler's texture unit is
+ * set by glUniform() calls.
+ *
+ * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
+ * information to update the prog->TexturesUsed[] values.
+ * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
+ * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
+ * We'll use that info for state validation before rendering.
*/
-static void
-update_textures_used(struct gl_program *prog)
+void
+_mesa_update_shader_textures_used(struct gl_program *prog)
{
GLuint s;
@@ -1544,7 +1556,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
/* This maps a sampler to a texture unit: */
program->SamplerUnits[sampler] = texUnit;
- update_textures_used(program);
+ _mesa_update_shader_textures_used(program);
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
}