parcel.set_and_process(var);
}
- prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
+ prog->_LinkedShaders[i]->Program->SamplersUsed =
+ parcel.shader_samplers_used;
prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
_mesa_copy_linked_program_data(shProg, shader);
- prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
_mesa_update_shader_textures_used(shProg, prog);
* \note Each of these fields is only set post-linking.
*/
/*@{*/
- GLbitfield active_samplers; /**< Bitfield of which samplers are used */
GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
/*@}*/
static inline GLbitfield gl_external_samplers(struct gl_linked_shader *shader)
{
GLbitfield external_samplers = 0;
- GLbitfield mask = shader->active_samplers;
+ GLbitfield mask = shader->Program->SamplersUsed;
while (mask) {
int idx = u_bit_scan(&mask);
do_set_program_inouts(shader->ir, prog, shader->Stage);
- prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
prog->ExternalSamplersUsed = gl_external_samplers(shader);
_mesa_update_shader_textures_used(shader_program, prog);
_mesa_log("\n\n");
}
- prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
prog->ExternalSamplersUsed = gl_external_samplers(shader);
_mesa_update_shader_textures_used(shader_program, prog);