The FS backend has always used 0, and the VS backend has always used 1.
I think 1 is just working around other problems, and is incorrect.
Samplers are baked in; nothing uses the UNIFORM register we would
create, and we shouldn't upload any constant values for them.
Fixes ES3-CTS.shaders.struct.uniform.sampler_array_vertex.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Ian Romanick <ian.d.romanick@intel.com>
}
return size;
case GLSL_TYPE_SAMPLER:
- /* Samplers take up one slot in UNIFORMS[], but they're baked in
- * at link time.
+ /* Samplers take up no register space, since they're baked in at
+ * link time.
*/
- return 1;
+ return 0;
case GLSL_TYPE_ATOMIC_UINT:
return 0;
case GLSL_TYPE_IMAGE: