* Add a sampler to the parameter list.
* \param name uniform's name
* \param datatype GL_SAMPLER_2D, GL_SAMPLER_2D_RECT_ARB, etc.
+ * \param index the sampler number (as seen in TEX instructions)
*/
GLint
_mesa_add_sampler(struct gl_program_parameter_list *paramList,
- const char *name, GLenum datatype)
+ const char *name, GLenum datatype, GLuint index)
{
GLint i = _mesa_lookup_parameter_index(paramList, -1, name);
if (i >= 0 && paramList->Parameters[i].Type == PROGRAM_SAMPLER) {
ASSERT(paramList->Parameters[i].Size == 1);
ASSERT(paramList->Parameters[i].DataType == datatype);
+ ASSERT(paramList->ParameterValues[i][0] == index);
/* already in list */
return i;
}
else {
+ GLfloat indexf = index;
const GLint size = 1; /* a sampler is basically a texture unit number */
i = _mesa_add_parameter(paramList, PROGRAM_SAMPLER, name,
- size, datatype, NULL, NULL);
+ size, datatype, &indexf, NULL);
return i;
}
}