diff options
author | Ian Romanick <[email protected]> | 2012-04-09 12:33:48 -0700 |
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committer | Ian Romanick <[email protected]> | 2012-05-23 11:42:08 -0700 |
commit | 49da2590c24529e44de9993e2981cc970cf0135b (patch) | |
tree | 59a529706de0a6961eabcaabec5b1284f07df8a8 /src/mesa | |
parent | 75dac69262481ac26a823a9d06f7f138ec56b01f (diff) |
mesa: Use initializers to configure samplers
Now that the linker handles initializers of samplers just like any
other uniform, a bunch of this annoying code is unnecessary.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/main/ff_fragment_shader.cpp | 41 |
1 files changed, 9 insertions, 32 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp index 8a42281db0f..0233f380257 100644 --- a/src/mesa/main/ff_fragment_shader.cpp +++ b/src/mesa/main/ff_fragment_shader.cpp @@ -1007,6 +1007,15 @@ static void load_texture( struct texenv_fragment_program *p, GLuint unit ) sampler_name, ir_var_uniform); p->top_instructions->push_head(sampler); + + /* Set the texture unit for this sampler. The linker will pick this value + * up and do-the-right-thing. + * + * NOTE: The cast to int is important. Without it, the constant will have + * type uint, and things later on may get confused. + */ + sampler->constant_value = new(p->mem_ctx) ir_constant(int(unit)); + deref = new(p->mem_ctx) ir_dereference_variable(sampler); tex->set_sampler(deref, glsl_type::vec4_type); @@ -1350,38 +1359,6 @@ create_new_program(struct gl_context *ctx, struct state_key *key) _mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters); - for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) { - /* Enough space for 'sampler_999\0'. - */ - char name[12]; - - snprintf(name, sizeof(name), "sampler_%d", i); - - int loc = _mesa_get_uniform_location(ctx, p.shader_program, name); - if (loc != -1) { - unsigned base; - unsigned idx; - - /* Avoid using _mesa_uniform() because it flags state - * updates, so if we're generating this shader_program in a - * state update, we end up recursing. Instead, just set the - * value, which is picked up at re-link. - */ - _mesa_uniform_split_location_offset(loc, &base, &idx); - assert(idx == 0); - - struct gl_uniform_storage *const storage = - &p.shader_program->UniformStorage[base]; - - /* Update the storage, the SamplerUnits in the shader program, and - * the SamplerUnits in the assembly shader. - */ - storage->storage[idx].i = i; - fp->SamplerUnits[storage->sampler] = i; - p.shader_program->SamplerUnits[storage->sampler] = i; - _mesa_propagate_uniforms_to_driver_storage(storage, 0, 1); - } - } _mesa_update_shader_textures_used(p.shader_program, fp); (void) ctx->Driver.ProgramStringNotify(ctx, fp->Target, fp); |