- for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) {
- /* Enough space for 'sampler_999\0'.
- */
- char name[12];
-
- snprintf(name, sizeof(name), "sampler_%d", i);
-
- int loc = _mesa_get_uniform_location(ctx, p.shader_program, name);
- if (loc != -1) {
- unsigned base;
- unsigned idx;
-
- /* Avoid using _mesa_uniform() because it flags state
- * updates, so if we're generating this shader_program in a
- * state update, we end up recursing. Instead, just set the
- * value, which is picked up at re-link.
- */
- _mesa_uniform_split_location_offset(loc, &base, &idx);
- assert(idx == 0);
-
- struct gl_uniform_storage *const storage =
- &p.shader_program->UniformStorage[base];
-
- /* Update the storage, the SamplerUnits in the shader program, and
- * the SamplerUnits in the assembly shader.
- */
- storage->storage[idx].i = i;
- fp->SamplerUnits[storage->sampler] = i;
- p.shader_program->SamplerUnits[storage->sampler] = i;
- _mesa_propagate_uniforms_to_driver_storage(storage, 0, 1);
- }
- }