mesa: Use initializers to configure samplers

Now that the linker handles initializers of samplers just like any
other uniform, a bunch of this annoying code is unnecessary.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick
2012-04-09 12:33:48 -07:00
parent 75dac69262
commit 49da2590c2

View File

@@ -1007,6 +1007,15 @@ static void load_texture( struct texenv_fragment_program *p, GLuint unit )
sampler_name,
ir_var_uniform);
p->top_instructions->push_head(sampler);
/* Set the texture unit for this sampler. The linker will pick this value
* up and do-the-right-thing.
*
* NOTE: The cast to int is important. Without it, the constant will have
* type uint, and things later on may get confused.
*/
sampler->constant_value = new(p->mem_ctx) ir_constant(int(unit));
deref = new(p->mem_ctx) ir_dereference_variable(sampler);
tex->set_sampler(deref, glsl_type::vec4_type);
@@ -1350,38 +1359,6 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
_mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) {
/* Enough space for 'sampler_999\0'.
*/
char name[12];
snprintf(name, sizeof(name), "sampler_%d", i);
int loc = _mesa_get_uniform_location(ctx, p.shader_program, name);
if (loc != -1) {
unsigned base;
unsigned idx;
/* Avoid using _mesa_uniform() because it flags state
* updates, so if we're generating this shader_program in a
* state update, we end up recursing. Instead, just set the
* value, which is picked up at re-link.
*/
_mesa_uniform_split_location_offset(loc, &base, &idx);
assert(idx == 0);
struct gl_uniform_storage *const storage =
&p.shader_program->UniformStorage[base];
/* Update the storage, the SamplerUnits in the shader program, and
* the SamplerUnits in the assembly shader.
*/
storage->storage[idx].i = i;
fp->SamplerUnits[storage->sampler] = i;
p.shader_program->SamplerUnits[storage->sampler] = i;
_mesa_propagate_uniforms_to_driver_storage(storage, 0, 1);
}
}
_mesa_update_shader_textures_used(p.shader_program, fp);
(void) ctx->Driver.ProgramStringNotify(ctx, fp->Target, fp);