st/mesa/glsl: set SamplersUsed directly in gl_program

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Timothy Arceri
2016-11-09 10:00:09 +11:00
parent 53a509723f
commit 937523971f
5 changed files with 3 additions and 6 deletions

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@@ -1244,7 +1244,8 @@ link_assign_uniform_storage(struct gl_context *ctx,
parcel.set_and_process(var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
prog->_LinkedShaders[i]->Program->SamplersUsed =
parcel.shader_samplers_used;
prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==

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@@ -213,7 +213,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
_mesa_copy_linked_program_data(shProg, shader);
prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);

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@@ -2356,7 +2356,6 @@ struct gl_linked_shader
* \note Each of these fields is only set post-linking.
*/
/*@{*/
GLbitfield active_samplers; /**< Bitfield of which samplers are used */
GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
/*@}*/
@@ -2396,7 +2395,7 @@ struct gl_linked_shader
static inline GLbitfield gl_external_samplers(struct gl_linked_shader *shader)
{
GLbitfield external_samplers = 0;
GLbitfield mask = shader->active_samplers;
GLbitfield mask = shader->Program->SamplersUsed;
while (mask) {
int idx = u_bit_scan(&mask);

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@@ -2917,7 +2917,6 @@ get_mesa_program(struct gl_context *ctx,
do_set_program_inouts(shader->ir, prog, shader->Stage);
prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
prog->ExternalSamplersUsed = gl_external_samplers(shader);
_mesa_update_shader_textures_used(shader_program, prog);

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@@ -412,7 +412,6 @@ st_nir_get_mesa_program(struct gl_context *ctx,
_mesa_log("\n\n");
}
prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
prog->ExternalSamplersUsed = gl_external_samplers(shader);
_mesa_update_shader_textures_used(shader_program, prog);