mesa/glsl: remove hack to reset sampler units to zero

Now that we have the is_arb_asm flag we can just skip the
initialisation.

V2: remove hack from standalone compiler where it was never
needed since it only compiles glsl shaders.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Timothy Arceri
2016-11-09 23:50:07 +11:00
parent 238486884e
commit 5ceedefd6c
3 changed files with 16 additions and 20 deletions

View File

@@ -181,8 +181,6 @@ struct gl_program *
_mesa_init_gl_program(struct gl_program *prog, GLenum target, GLuint id,
bool is_arb_asm)
{
GLuint i;
if (!prog)
return NULL;
@@ -195,9 +193,22 @@ _mesa_init_gl_program(struct gl_program *prog, GLenum target, GLuint id,
prog->info.stage = _mesa_program_enum_to_shader_stage(target);
prog->is_arb_asm = is_arb_asm;
/* default mapping from samplers to texture units */
for (i = 0; i < MAX_SAMPLERS; 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."
*
* So we only initialise ARB assembly style programs.
*/
if (is_arb_asm) {
/* default mapping from samplers to texture units */
for (unsigned i = 0; i < MAX_SAMPLERS; i++)
prog->SamplerUnits[i] = i;
}
return prog;
}