record proper datatypes for uniforms/samplers
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@@ -2817,11 +2817,10 @@ _slang_codegen_global_variable(slang_assemble_ctx *A, slang_variable *var,
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struct gl_program *prog = A->program;
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const char *varName = (char *) var->a_name;
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GLboolean success = GL_TRUE;
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GLint texIndex;
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slang_ir_storage *store = NULL;
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int dbg = 0;
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texIndex = sampler_to_texture_index(var->type.specifier.type);
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const GLenum datatype = _slang_gltype_from_specifier(&var->type.specifier);
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const GLint texIndex = sampler_to_texture_index(var->type.specifier.type);
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if (texIndex != -1) {
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/* Texture sampler:
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@@ -2829,8 +2828,8 @@ _slang_codegen_global_variable(slang_assemble_ctx *A, slang_variable *var,
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* store->Index = sampler uniform location
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* store->Size = texture type index (1D, 2D, 3D, cube, etc)
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*/
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GLenum datatype = GL_SAMPLER_2D;
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GLint samplerUniform = _mesa_add_sampler(prog->Parameters, varName, datatype);
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GLint samplerUniform
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= _mesa_add_sampler(prog->Parameters, varName, datatype);
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store = _slang_new_ir_storage(PROGRAM_SAMPLER, samplerUniform, texIndex);
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if (dbg) printf("SAMPLER ");
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}
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@@ -2840,7 +2839,6 @@ _slang_codegen_global_variable(slang_assemble_ctx *A, slang_variable *var,
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* MAX2(var->array_len, 1);
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if (prog) {
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/* user-defined uniform */
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GLenum datatype = GL_FLOAT_VEC4; /* XXX */
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GLint uniformLoc = _mesa_add_uniform(prog->Parameters, varName,
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size, datatype);
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store = _slang_new_ir_storage(PROGRAM_UNIFORM, uniformLoc, size);
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