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-rw-r--r--src/mesa/main/mtypes.h22
-rw-r--r--src/mesa/main/uniform_query.cpp24
-rw-r--r--src/mesa/main/uniforms.c11
3 files changed, 31 insertions, 26 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 40ffb929617..e0e188606c5 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2132,6 +2132,17 @@ struct gl_shader
/*@}*/
/**
+ * Map from sampler unit to texture unit (set by glUniform1i())
+ *
+ * A sampler unit is associated with each sampler uniform by the linker.
+ * The sampler unit associated with each uniform is stored in the
+ * \c gl_uniform_storage::sampler field.
+ */
+ GLubyte SamplerUnits[MAX_SAMPLERS];
+ /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
+ gl_texture_index SamplerTargets[MAX_SAMPLERS];
+
+ /**
* Number of uniform components used by this shader.
*
* This field is only set post-linking.
@@ -2335,17 +2346,6 @@ struct gl_shader_program
*/
struct string_to_uint_map *UniformHash;
- /**
- * Map from sampler unit to texture unit (set by glUniform1i())
- *
- * A sampler unit is associated with each sampler uniform by the linker.
- * The sampler unit associated with each uniform is stored in the
- * \c gl_uniform_storage::sampler field.
- */
- GLubyte SamplerUnits[MAX_SAMPLERS];
- /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
- gl_texture_index SamplerTargets[MAX_SAMPLERS];
-
GLboolean LinkStatus; /**< GL_LINK_STATUS */
GLboolean Validated;
GLboolean _Used; /**< Ever used for drawing? */
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index b7f25e031da..ec3104936e4 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -778,24 +778,24 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
if (uni->type->is_sampler()) {
int i;
- for (i = 0; i < count; i++) {
- shProg->SamplerUnits[uni->sampler + offset + i] =
- ((unsigned *) values)[i];
- }
-
bool flushed = false;
for (i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *const sh = shProg->_LinkedShaders[i];
+ int j;
- /* If the shader stage doesn't use any samplers, don't bother
- * checking if any samplers have changed.
+ /* If the shader stage doesn't use the sampler uniform, skip this.
*/
- if (sh == NULL || sh->active_samplers == 0)
+ if (sh == NULL || !uni->sampler[i].active)
continue;
+ for (j = 0; j < count; j++) {
+ sh->SamplerUnits[uni->sampler[i].index + offset + j] =
+ ((unsigned *) values)[j];
+ }
+
struct gl_program *const prog = sh->Program;
- assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
+ assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits));
/* Determine if any of the samplers used by this shader stage have
* been modified.
@@ -803,7 +803,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
bool changed = false;
for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
if ((sh->active_samplers & (1U << j)) != 0
- && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
+ && (prog->SamplerUnits[j] != sh->SamplerUnits[j])) {
changed = true;
break;
}
@@ -816,8 +816,8 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
}
memcpy(prog->SamplerUnits,
- shProg->SamplerUnits,
- sizeof(shProg->SamplerUnits));
+ sh->SamplerUnits,
+ sizeof(sh->SamplerUnits));
_mesa_update_shader_textures_used(shProg, prog);
if (ctx->Driver.SamplerUniformChange)
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index f0d80f0c812..6d79df6835f 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -45,6 +45,7 @@
#include "main/enums.h"
#include "ir_uniform.h"
#include "glsl_types.h"
+#include "program/program.h"
/**
* Update the vertex/fragment program's TexturesUsed array.
@@ -66,14 +67,18 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
struct gl_program *prog)
{
GLuint s;
+ struct gl_shader *shader =
+ shProg->_LinkedShaders[_mesa_program_target_to_index(prog->Target)];
- memcpy(prog->SamplerUnits, shProg->SamplerUnits, sizeof(prog->SamplerUnits));
+ assert(shader);
+
+ memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits));
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
for (s = 0; s < MAX_SAMPLERS; s++) {
if (prog->SamplersUsed & (1 << s)) {
- GLuint unit = shProg->SamplerUnits[s];
- GLuint tgt = shProg->SamplerTargets[s];
+ GLuint unit = shader->SamplerUnits[s];
+ GLuint tgt = shader->SamplerTargets[s];
assert(unit < Elements(prog->TexturesUsed));
assert(tgt < NUM_TEXTURE_TARGETS);
prog->TexturesUsed[unit] |= (1 << tgt);