mesa/glsl: set num_textures per stage directly in shader_info
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
@@ -149,7 +149,6 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
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shader->info->name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
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if (shader_prog->Label)
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shader->info->label = ralloc_strdup(shader, shader_prog->Label);
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shader->info->num_textures = util_last_bit(sh->Program->SamplersUsed);
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shader->info->clip_distance_array_size = sh->Program->ClipDistanceArraySize;
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shader->info->cull_distance_array_size = sh->Program->CullDistanceArraySize;
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shader->info->has_transform_feedback_varyings =
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@@ -1315,7 +1315,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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uniform_size.process(var);
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}
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sh->num_samplers = uniform_size.num_shader_samplers;
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sh->Program->info.num_textures = uniform_size.num_shader_samplers;
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sh->NumImages = uniform_size.num_shader_images;
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sh->num_uniform_components = uniform_size.num_shader_uniform_components;
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sh->num_combined_uniform_components = sh->num_uniform_components;
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@@ -3067,7 +3067,8 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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if (sh == NULL)
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continue;
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if (sh->num_samplers > ctx->Const.Program[i].MaxTextureImageUnits) {
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if (sh->Program->info.num_textures >
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ctx->Const.Program[i].MaxTextureImageUnits) {
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linker_error(prog, "Too many %s shader texture samplers\n",
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_mesa_shader_stage_to_string(i));
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}
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