ff_fragment_shader: Use binding to set the sampler unit

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.

v2: Remove some stale comments.  Suggested by Matt and Chris Forbes.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
(cherry picked from commit 8acce5d53a)
This commit is contained in:
Ian Romanick 2015-10-08 11:13:00 -07:00 committed by Emil Velikov
parent cd6ff70856
commit 3b238aa08f

View file

@ -976,13 +976,11 @@ static void load_texture( texenv_fragment_program *p, GLuint unit )
ir_var_uniform);
p->top_instructions->push_head(sampler);
/* Set the texture unit for this sampler. The linker will pick this value
* up and do-the-right-thing.
*
* NOTE: The cast to int is important. Without it, the constant will have
* type uint, and things later on may get confused.
/* Set the texture unit for this sampler in the same way that
* layout(binding=X) would.
*/
sampler->constant_value = new(p->mem_ctx) ir_constant(int(unit));
sampler->data.explicit_binding = true;
sampler->data.binding = unit;
deref = new(p->mem_ctx) ir_dereference_variable(sampler);
tex->set_sampler(deref, glsl_type::vec4_type);