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

Dave Airlie airlied at gmail.com
Fri Aug 22 01:36:21 PDT 2014


In the future for ARB_bindless_texture we might want this to be 2, I'm
not sure if we should just do that now.

Dave.

On 22 August 2014 09:25, Micael Dias <kam1kaz3 at gmail.com> 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.
>
>  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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