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>
This commit is contained in:
Eric Anholt
2014-04-23 15:45:50 -07:00
parent 1ad443ecdd
commit 3dfe56c53b
+1 -1
View File
@@ -523,7 +523,7 @@ _swrast_update_active_attribs(struct gl_context *ctx)
if (swrast->_FogEnabled)
attribsMask |= VARYING_BIT_FOGC;
attribsMask |= (ctx->Texture._EnabledUnits << VARYING_SLOT_TEX0);
attribsMask |= (ctx->Texture._EnabledCoordUnits << VARYING_SLOT_TEX0);
}
swrast->_ActiveAttribMask = attribsMask;