for (unsigned i = 0; i < shProg[idx]->NumUniformStorage; i++) {
const struct gl_uniform_storage *const storage =
&shProg[idx]->UniformStorage[i];
- const glsl_type *const t = (storage->type->is_array())
- ? storage->type->fields.array : storage->type;
- if (!t->is_sampler())
+ if (!storage->type->is_sampler())
continue;
active_samplers++;
- const unsigned count = MAX2(1, storage->type->array_size());
+ const unsigned count = MAX2(1, storage->array_elements);
for (unsigned j = 0; j < count; j++) {
const unsigned unit = storage->storage[j].i;
+ /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
+ * great job of eliminating unused uniforms currently so for now
+ * don't throw an error if two sampler types both point to 0.
+ */
+ if (unit == 0)
+ continue;
+
/* The types of the samplers associated with a particular texture
* unit must be an exact match. Page 74 (page 89 of the PDF) of
* the OpenGL 3.3 core spec says:
* program object."
*/
if (unit_types[unit] == NULL) {
- unit_types[unit] = t;
- } else if (unit_types[unit] != t) {
+ unit_types[unit] = storage->type;
+ } else if (unit_types[unit] != storage->type) {
pipeline->InfoLog =
ralloc_asprintf(pipeline,
"Texture unit %d is accessed both as %s "
"and %s",
- unit, unit_types[unit]->name, t->name);
+ unit, unit_types[unit]->name,
+ storage->type->name);
return false;
}
}