swrast: Just use _EnabledCoordUnits for figuring out which texcoords to build.
_EnabledUnits is all of the first 32 image units that are used by fixed function or programs, while _EnabledCoordUnits is just which fixed function fragment shader texcoords need to be generated. This is a theoretical bugfix in the case of a vertex shader texturing from large texture image unit number (we'd end up flagging something other than a VARYING_SLOT_TEXn as needing to be generated), but it's actually just motivated by trying to kill _EnabledUnits. Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -523,7 +523,7 @@ _swrast_update_active_attribs(struct gl_context *ctx)
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if (swrast->_FogEnabled)
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attribsMask |= VARYING_BIT_FOGC;
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attribsMask |= (ctx->Texture._EnabledUnits << VARYING_SLOT_TEX0);
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attribsMask |= (ctx->Texture._EnabledCoordUnits << VARYING_SLOT_TEX0);
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}
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swrast->_ActiveAttribMask = attribsMask;
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