mesa: update the shader programs->TexturesUsed array at link time

If an application never calls glUniform() to set sampler variable values
they'll remain 0 (the default value/unit).
Now call _mesa_update_shader_textures_used() at link time in case glUniform()
is never called.  program->TextureUsed[] will then be correct for state
validation.
This commit is contained in:
Brian Paul 2008-11-06 15:04:11 -07:00
parent df94fd1764
commit 517401af07
3 changed files with 26 additions and 4 deletions

View file

@ -1415,10 +1415,22 @@ _mesa_use_program(GLcontext *ctx, GLuint program)
/**
* Update the vertex and fragment program's TexturesUsed arrays.
* Update the vertex/fragment program's TexturesUsed array.
*
* This needs to be called after glUniform(set sampler var) is called.
* A call to glUniform(samplerVar, value) causes a sampler to point to a
* particular texture unit. We know the sampler's texture target
* (1D/2D/3D/etc) from compile time but the sampler's texture unit is
* set by glUniform() calls.
*
* So, scan the program->SamplerUnits[] and program->SamplerTargets[]
* information to update the prog->TexturesUsed[] values.
* Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
* TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
* We'll use that info for state validation before rendering.
*/
static void
update_textures_used(struct gl_program *prog)
void
_mesa_update_shader_textures_used(struct gl_program *prog)
{
GLuint s;
@ -1544,7 +1556,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
/* This maps a sampler to a texture unit: */
program->SamplerUnits[sampler] = texUnit;
update_textures_used(program);
_mesa_update_shader_textures_used(program);
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
}

View file

@ -79,6 +79,10 @@ extern struct gl_shader *
_mesa_lookup_shader(GLcontext *ctx, GLuint name);
extern void
_mesa_update_shader_textures_used(struct gl_program *prog);
extern void
_mesa_use_program(GLcontext *ctx, GLuint program);

View file

@ -562,6 +562,9 @@ _slang_link(GLcontext *ctx,
if (fragProg && shProg->FragmentProgram) {
/* Compute initial program's TexturesUsed info */
_mesa_update_shader_textures_used(&shProg->FragmentProgram->Base);
/* notify driver that a new fragment program has been compiled/linked */
ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB,
&shProg->FragmentProgram->Base);
@ -577,6 +580,9 @@ _slang_link(GLcontext *ctx,
}
if (vertProg && shProg->VertexProgram) {
/* Compute initial program's TexturesUsed info */
_mesa_update_shader_textures_used(&shProg->VertexProgram->Base);
/* notify driver that a new vertex program has been compiled/linked */
ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
&shProg->VertexProgram->Base);