glsl: Initialize samplers to 0, propagate sampler values to the gl_program

The spec requires that samplers be initialized to 0.  Since this
differs from the 1-to-1 mapping of samplers to texture units assumed
by ARB assembly shaders (and the gl_program structure), be sure to
propagate this date from the gl_shader_program to the gl_program.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
CC: Vadim Girlin <vadimgirlin@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49088
This commit is contained in:
Ian Romanick
2012-04-10 10:40:11 -07:00
parent a2e623054b
commit b610881317
2 changed files with 11 additions and 3 deletions
+10 -3
View File
@@ -329,9 +329,16 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
prog->UniformHash = new string_to_uint_map;
}
for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
prog->SamplerUnits[i] = i;
}
/* Uniforms that lack an initializer in the shader code have an initial
* value of zero. This includes sampler uniforms.
*
* Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
*
* "The link time initial value is either the value of the variable's
* initializer, if present, or 0 if no initializer is present. Sampler
* types cannot have initializers."
*/
memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
/* First pass: Count the uniform resources used by the user-defined
* uniforms. While this happens, each active uniform will have an index
+1
View File
@@ -65,6 +65,7 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
{
GLuint s;
memcpy(prog->SamplerUnits, shProg->SamplerUnits, sizeof(prog->SamplerUnits));
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
for (s = 0; s < MAX_SAMPLERS; s++) {