mesa: Remove broken assertion about enabled texture targets.
For GLSL programs, enabledTargets can have more than one bit set. For example, a shader that uses sampler2D and samplerCube uniforms will have both TEXTURE_2D_BIT and TEXTURE_CUBE_BIT set. The code that sets _ReallyEnabled already handles this, selecting the "highest priority" texture target. We should simply use that. Fixes new Piglit test incomplete-textures-of-multiple-types. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62698 Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Brian Paul <brianp@vmware.com>
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@@ -594,8 +594,8 @@ update_texture_state( struct gl_context *ctx )
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/* Look for the highest priority texture target that's enabled (or used
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* by the vert/frag shaders) and "complete". That's the one we'll use
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* for texturing. If we're using vert/frag program we're guaranteed
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* that bitcount(enabledBits) <= 1.
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* for texturing.
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*
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* Note that the TEXTURE_x_INDEX values are in high to low priority.
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*/
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for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
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@@ -624,8 +624,6 @@ update_texture_state( struct gl_context *ctx )
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struct gl_texture_object *texObj;
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gl_texture_index texTarget;
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assert(_mesa_bitcount(enabledTargets) == 1);
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texTarget = (gl_texture_index) (ffs(enabledTargets) - 1);
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texObj = _mesa_get_fallback_texture(ctx, texTarget);
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