}
}
- STATIC_ASSERT(sizeof(shader->Program->sh.SamplerTargets) ==
- sizeof(parcel.targets));
- memcpy(shader->Program->sh.SamplerTargets,
- parcel.targets,
- sizeof(shader->Program->sh.SamplerTargets));
+ STATIC_ASSERT(ARRAY_SIZE(shader->Program->sh.SamplerTargets) ==
+ ARRAY_SIZE(parcel.targets));
+ for (unsigned j = 0; j < ARRAY_SIZE(parcel.targets); j++)
+ shader->Program->sh.SamplerTargets[j] = parcel.targets[j];
}
#ifndef NDEBUG
/** Subset of OutputsWritten outputs written with non-zero index. */
GLbitfield64 SecondaryOutputsWritten;
/** TEXTURE_x_BIT bitmask */
- GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
+ GLbitfield16 TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
/** Bitfield of which samplers are used */
GLbitfield SamplersUsed;
/** Texture units used for shadow sampling. */
/** Which texture target is being sampled
* (TEXTURE_1D/2D/3D/etc_INDEX)
*/
- gl_texture_index SamplerTargets[MAX_SAMPLERS];
+ GLubyte SamplerTargets[MAX_SAMPLERS];
/**
* Number of samplers declared with the bindless_sampler layout