Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
MIN2(ctx->Const.MaxTextureCoordUnits,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = max_samplers;
- if (brw->gen >= 7)
+ if (brw->gen >= 6)
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = max_samplers;
else
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 0;
&brw_fs_samplers,
&brw_vs_samplers,
+ &brw_gs_samplers,
&gen6_sampler_state,
&gen6_multisample_state,
PS_SAMPLER_STATE_CHANGE |
(4 - 2));
OUT_BATCH(brw->vs.base.sampler_offset); /* VS */
- OUT_BATCH(0); /* GS */
+ OUT_BATCH(brw->gs.base.sampler_offset); /* GS */
OUT_BATCH(brw->wm.base.sampler_offset);
ADVANCE_BATCH();
}