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mesa: populate gl_program::ShadowSamplers mask from shader data
this data is already processed, it just isn't being propagated for whatever reason Reviewed-by: Emma Anholt <emma@anholt.net> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20817>
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@ -111,6 +111,7 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
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assert(shProg->_LinkedShaders[prog_stage]);
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memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
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prog->ShadowSamplers = prog->shader_program->_LinkedShaders[prog_stage]->shadow_samplers;
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while (mask) {
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s = u_bit_scan(&mask);
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