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mesa: fix texture target mix-up in NV_fragment_program parser
The returned value should be a texture target index, not a bit. I spotted this from seeing a new compiler warning caused by the increase in the number of texture targets. This has been broken for a long time. Note: This is a candidate for the 7.11 branch. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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1 changed files with 7 additions and 7 deletions
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@ -568,7 +568,7 @@ Parse_VectorOrScalarConstant(struct parse_state *parseState, GLfloat *vec)
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*/
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static GLboolean
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Parse_TextureImageId(struct parse_state *parseState,
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GLubyte *texUnit, GLubyte *texTargetBit)
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GLubyte *texUnit, GLubyte *texTarget)
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{
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GLubyte imageSrc[100];
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GLint unit;
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@ -592,26 +592,26 @@ Parse_TextureImageId(struct parse_state *parseState,
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RETURN_ERROR1("Expected ,");
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if (Parse_String(parseState, "1D")) {
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*texTargetBit = TEXTURE_1D_BIT;
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*texTarget = TEXTURE_1D_INDEX;
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}
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else if (Parse_String(parseState, "2D")) {
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*texTargetBit = TEXTURE_2D_BIT;
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*texTarget = TEXTURE_2D_INDEX;
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}
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else if (Parse_String(parseState, "3D")) {
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*texTargetBit = TEXTURE_3D_BIT;
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*texTarget = TEXTURE_3D_INDEX;
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}
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else if (Parse_String(parseState, "CUBE")) {
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*texTargetBit = TEXTURE_CUBE_BIT;
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*texTarget = TEXTURE_CUBE_INDEX;
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}
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else if (Parse_String(parseState, "RECT")) {
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*texTargetBit = TEXTURE_RECT_BIT;
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*texTarget = TEXTURE_RECT_INDEX;
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}
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else {
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RETURN_ERROR1("Invalid texture target token");
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}
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/* update record of referenced texture units */
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parseState->texturesUsed[*texUnit] |= *texTargetBit;
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parseState->texturesUsed[*texUnit] |= (1 << *texTarget);
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if (_mesa_bitcount(parseState->texturesUsed[*texUnit]) > 1) {
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RETURN_ERROR1("Only one texture target can be used per texture unit.");
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}
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