#define FILE_DEBUG_FLAG DEBUG_PRIMS
-static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
+const GLuint prim_to_hw_prim[GL_POLYGON+1] = {
_3DPRIM_POINTLIST,
_3DPRIM_LINELIST,
_3DPRIM_LINELOOP,
if (ctx->NewState)
_mesa_update_state( ctx );
+ /* Find the highest sampler unit used by each shader program. A bit-count
+ * won't work since ARB programs use the texture unit number as the sampler
+ * index.
+ */
+ brw->wm.sampler_count = _mesa_fls(ctx->FragmentProgram._Current->Base.SamplersUsed);
+ brw->vs.sampler_count = _mesa_fls(ctx->VertexProgram._Current->Base.SamplersUsed);
+
/* We have to validate the textures *before* checking for fallbacks;
* otherwise, the software fallback won't be able to rely on the
* texture state, the firstLevel and lastLevel fields won't be