[Mesa-stable] [Mesa-dev] [PATCH 2/9] ff_fragment_shader: Use binding to set the sampler unit

Ian Romanick idr at freedesktop.org
Mon Oct 12 09:46:39 PDT 2015


On 10/09/2015 07:03 PM, Matt Turner wrote:
> On Fri, Oct 9, 2015 at 6:52 PM, Ian Romanick <idr at freedesktop.org> wrote:
>> From: Ian Romanick <ian.d.romanick at intel.com>
>>
>> This is the way layout(binding=xxx) works from GLSL.  The old method
>> just happened to work (and significantly predated support for
>> layout(binding=xxx)), but future changes will break this.
>>
>> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
>> Cc: "10.6 11.0" <mesa-stable at lists.freedesktop.org>
>> ---
>>  src/mesa/main/ff_fragment_shader.cpp | 3 ++-
>>  1 file changed, 2 insertions(+), 1 deletion(-)
>>
>> diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
>> index e4e2a18..f5a4fa5 100644
>> --- a/src/mesa/main/ff_fragment_shader.cpp
>> +++ b/src/mesa/main/ff_fragment_shader.cpp
>> @@ -981,7 +981,8 @@ static void load_texture( texenv_fragment_program *p, GLuint unit )
>>      * NOTE: The cast to int is important.  Without it, the constant will have
>>      * type uint, and things later on may get confused.
>>      */
>> -   sampler->constant_value = new(p->mem_ctx) ir_constant(int(unit));
>> +   sampler->data.explicit_binding = true;
>> +   sampler->data.binding = unit;
> 
> With the comment immediately above removed,

Yes... I had meant to do that, but I forgot.

> Reviewed-by: Matt Turner <mattst88 at gmail.com>



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