mesa/glsl: set sampler units directly in gl_program
Now that we create gl_program earlier there is no need to mess about copying things to gl_linked_shader then to gl_program. Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -134,7 +134,8 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
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storage->opaque[sh].active) {
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for (unsigned i = 0; i < elements; i++) {
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const unsigned index = storage->opaque[sh].index + i;
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shader->SamplerUnits[index] = storage->storage[i].i;
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shader->Program->SamplerUnits[index] =
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storage->storage[i].i;
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}
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} else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
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@@ -242,7 +243,7 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
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if (shader && storage->opaque[sh].active) {
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unsigned index = storage->opaque[sh].index;
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shader->SamplerUnits[index] = storage->storage[0].i;
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shader->Program->SamplerUnits[index] = storage->storage[0].i;
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}
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}
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}
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