st/mesa: when binding sampler states, don't check the max sampler limit

The GLSL linker takes care of it.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Marek Olšák
2017-06-10 21:57:20 +02:00
parent fd86876fe4
commit 18d498a1ae

View File

@@ -264,7 +264,6 @@ static void
update_shader_samplers(struct st_context *st, update_shader_samplers(struct st_context *st,
enum pipe_shader_type shader_stage, enum pipe_shader_type shader_stage,
const struct gl_program *prog, const struct gl_program *prog,
unsigned max_units,
struct pipe_sampler_state *samplers, struct pipe_sampler_state *samplers,
unsigned *num_samplers) unsigned *num_samplers)
{ {
@@ -281,7 +280,7 @@ update_shader_samplers(struct st_context *st,
*num_samplers = 0; *num_samplers = 0;
/* loop over sampler units (aka tex image units) */ /* loop over sampler units (aka tex image units) */
for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) { for (unit = 0; samplers_used; unit++, samplers_used >>= 1) {
struct pipe_sampler_state *sampler = samplers + unit; struct pipe_sampler_state *sampler = samplers + unit;
if (samplers_used & 1) { if (samplers_used & 1) {
@@ -347,7 +346,6 @@ st_update_vertex_samplers(struct st_context *st)
update_shader_samplers(st, update_shader_samplers(st,
PIPE_SHADER_VERTEX, PIPE_SHADER_VERTEX,
ctx->VertexProgram._Current, ctx->VertexProgram._Current,
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_VERTEX], st->state.samplers[PIPE_SHADER_VERTEX],
&st->state.num_samplers[PIPE_SHADER_VERTEX]); &st->state.num_samplers[PIPE_SHADER_VERTEX]);
} }
@@ -362,7 +360,6 @@ st_update_tessctrl_samplers(struct st_context *st)
update_shader_samplers(st, update_shader_samplers(st,
PIPE_SHADER_TESS_CTRL, PIPE_SHADER_TESS_CTRL,
ctx->TessCtrlProgram._Current, ctx->TessCtrlProgram._Current,
ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_TESS_CTRL], st->state.samplers[PIPE_SHADER_TESS_CTRL],
&st->state.num_samplers[PIPE_SHADER_TESS_CTRL]); &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]);
} }
@@ -378,7 +375,6 @@ st_update_tesseval_samplers(struct st_context *st)
update_shader_samplers(st, update_shader_samplers(st,
PIPE_SHADER_TESS_EVAL, PIPE_SHADER_TESS_EVAL,
ctx->TessEvalProgram._Current, ctx->TessEvalProgram._Current,
ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_TESS_EVAL], st->state.samplers[PIPE_SHADER_TESS_EVAL],
&st->state.num_samplers[PIPE_SHADER_TESS_EVAL]); &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]);
} }
@@ -394,7 +390,6 @@ st_update_geometry_samplers(struct st_context *st)
update_shader_samplers(st, update_shader_samplers(st,
PIPE_SHADER_GEOMETRY, PIPE_SHADER_GEOMETRY,
ctx->GeometryProgram._Current, ctx->GeometryProgram._Current,
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_GEOMETRY], st->state.samplers[PIPE_SHADER_GEOMETRY],
&st->state.num_samplers[PIPE_SHADER_GEOMETRY]); &st->state.num_samplers[PIPE_SHADER_GEOMETRY]);
} }
@@ -409,7 +404,6 @@ st_update_fragment_samplers(struct st_context *st)
update_shader_samplers(st, update_shader_samplers(st,
PIPE_SHADER_FRAGMENT, PIPE_SHADER_FRAGMENT,
ctx->FragmentProgram._Current, ctx->FragmentProgram._Current,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_FRAGMENT], st->state.samplers[PIPE_SHADER_FRAGMENT],
&st->state.num_samplers[PIPE_SHADER_FRAGMENT]); &st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
} }
@@ -424,7 +418,6 @@ st_update_compute_samplers(struct st_context *st)
update_shader_samplers(st, update_shader_samplers(st,
PIPE_SHADER_COMPUTE, PIPE_SHADER_COMPUTE,
ctx->ComputeProgram._Current, ctx->ComputeProgram._Current,
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
st->state.samplers[PIPE_SHADER_COMPUTE], st->state.samplers[PIPE_SHADER_COMPUTE],
&st->state.num_samplers[PIPE_SHADER_COMPUTE]); &st->state.num_samplers[PIPE_SHADER_COMPUTE]);
} }