[Mesa-dev] [PATCH] glsl: uniform sampler should occupy 1 location

Tapani Pälli tapani.palli at intel.com
Thu Aug 21 23:46:17 PDT 2014


On 08/22/2014 08:31 AM, Tapani Pälli wrote:
> 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.

I was just pointed out that your patch is more correct though :) (Not
all opaque types deserve a location, only some.)

>>  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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