For GLSL programs, enabledTargets can have more than one bit set. For
example, a shader that uses sampler2D and samplerCube uniforms will have
both TEXTURE_2D_BIT and TEXTURE_CUBE_BIT set.
The code that sets _ReallyEnabled already handles this, selecting the
"highest priority" texture target. We should simply use that.
Fixes new Piglit test incomplete-textures-of-multiple-types.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62698
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Brian Paul <brianp@vmware.com>
/* Look for the highest priority texture target that's enabled (or used
* by the vert/frag shaders) and "complete". That's the one we'll use
- * for texturing. If we're using vert/frag program we're guaranteed
- * that bitcount(enabledBits) <= 1.
+ * for texturing.
+ *
* Note that the TEXTURE_x_INDEX values are in high to low priority.
*/
for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
struct gl_texture_object *texObj;
gl_texture_index texTarget;
- assert(_mesa_bitcount(enabledTargets) == 1);
-
texTarget = (gl_texture_index) (ffs(enabledTargets) - 1);
texObj = _mesa_get_fallback_texture(ctx, texTarget);