ff_fragment_shader: Use binding to set the sampler unit
This is the way layout(binding=xxx) works from GLSL. The old method just happened to work (and significantly predated support for layout(binding=xxx)), but future changes will break this. v2: Remove some stale comments. Suggested by Matt and Chris Forbes. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
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@@ -975,13 +975,11 @@ static void load_texture( texenv_fragment_program *p, GLuint unit )
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ir_var_uniform);
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p->top_instructions->push_head(sampler);
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/* Set the texture unit for this sampler. The linker will pick this value
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* up and do-the-right-thing.
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*
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* NOTE: The cast to int is important. Without it, the constant will have
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* type uint, and things later on may get confused.
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/* Set the texture unit for this sampler in the same way that
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* layout(binding=X) would.
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*/
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sampler->constant_value = new(p->mem_ctx) ir_constant(int(unit));
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sampler->data.explicit_binding = true;
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sampler->data.binding = unit;
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deref = new(p->mem_ctx) ir_dereference_variable(sampler);
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tex->set_sampler(deref, glsl_type::vec4_type);
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