[Mesa-dev] [PATCH] glsl: uniform sampler should occupy 1 location
Tapani Pälli
tapani.palli at intel.com
Thu Aug 21 22:31:53 PDT 2014
On 08/22/2014 02:25 AM, Micael Dias wrote:
> ---
> 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.
Thanks for the patch, I sent a bit different fix to be sure all possible
types will consume at least 1 loc, this is just to be future-proof.
> 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;
> }
// Tapani
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