[Mesa-dev] [PATCH] glsl: uniform sampler should occupy 1 location
Micael Dias
kam1kaz3 at gmail.com
Thu Aug 21 16:25:01 PDT 2014
---
If samplers occupy zero locations we can run into a lot of issues. See #82921.
I briefly tested this with my own code (which was previously crashing and
misbehaving) and also ran other apps and everything seems to work fine.
I'm not used to contributing code in this fashion, so please forgive me if I'm
making some mistake. Thanks.
src/glsl/glsl_types.cpp | 2 ++
1 file changed, 2 insertions(+)
diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp
index 66e9b13..cc05193 100644
--- a/src/glsl/glsl_types.cpp
+++ b/src/glsl/glsl_types.cpp
@@ -691,6 +691,8 @@ glsl_type::uniform_locations() const
return size;
case GLSL_TYPE_ARRAY:
return this->length * this->fields.array->uniform_locations();
+ case GLSL_TYPE_SAMPLER:
+ return 1;
default:
break;
}
--
2.1.0
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