case GLSL_TYPE_BOOL:
storage[i].b = int(val->value.b[i]);
break;
- default:
+ case GLSL_TYPE_ARRAY:
+ case GLSL_TYPE_STRUCT:
+ case GLSL_TYPE_INTERFACE:
+ case GLSL_TYPE_VOID:
+ case GLSL_TYPE_ERROR:
/* All other types should have already been filtered by other
* paths in the caller.
*/
}
if (base_type == GLSL_TYPE_SAMPLER) {
- for (unsigned int i = 0; i < storage->array_elements; i++) {
- prog->SamplerUnits[storage->sampler + i] = storage->storage[i].i;
+ for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
+ gl_shader *shader = prog->_LinkedShaders[sh];
+
+ if (shader && storage->sampler[sh].active) {
+ for (unsigned i = 0; i < storage->array_elements; i++) {
+ unsigned index = storage->sampler[sh].index + i;
+
+ shader->SamplerUnits[index] = storage->storage[i].i;
+ }
+ }
}
}
} else {
val->type->base_type,
val->type->components());
- if (storage->type->is_sampler())
- prog->SamplerUnits[storage->sampler] = storage->storage[0].i;
+ if (storage->type->is_sampler()) {
+ for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
+ gl_shader *shader = prog->_LinkedShaders[sh];
+
+ if (shader && storage->sampler[sh].active) {
+ unsigned index = storage->sampler[sh].index;
+
+ shader->SamplerUnits[index] = storage->storage[0].i;
+ }
+ }
+ }
}
storage->initialized = true;