if (svga->curr.blend->need_white_fragments) {
key->white_fragments = 1;
}
-
+
+#ifdef DEBUG
+ /*
+ * We expect a consistent set of samplers and sampler views.
+ * Do some debug checks/warnings here.
+ */
+ {
+ static boolean warned = FALSE;
+ unsigned i, n = MAX2(svga->curr.num_sampler_views,
+ svga->curr.num_samplers);
+ /* Only warn once to prevent too much debug output */
+ if (!warned) {
+ if (svga->curr.num_sampler_views != svga->curr.num_samplers) {
+ debug_printf("svga: mismatched number of sampler views (%u) "
+ "vs. samplers (%u)\n",
+ svga->curr.num_sampler_views,
+ svga->curr.num_samplers);
+ }
+ for (i = 0; i < n; i++) {
+ if ((svga->curr.sampler_views[i] == NULL) !=
+ (svga->curr.sampler[i] == NULL))
+ debug_printf("sampler_view[%u] = %p but sampler[%u] = %p\n",
+ i, svga->curr.sampler_views[i],
+ i, svga->curr.sampler[i]);
+ }
+ warned = TRUE;
+ }
+ }
+#endif
+
/* XXX: want to limit this to the textures that the shader actually
* refers to.
*
* SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_SAMPLER
*/
for (i = 0; i < svga->curr.num_sampler_views; i++) {
- if (svga->curr.sampler_views[i]) {
- assert(svga->curr.sampler[i]);
+ if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
assert(svga->curr.sampler_views[i]->texture);
key->tex[i].texture_target = svga->curr.sampler_views[i]->texture->target;
if (!svga->curr.sampler[i]->normalized_coords) {
idx = 0;
for (i = 0; i < svga->curr.num_samplers; ++i) {
- if (svga->curr.sampler_views[i]) {
+ if (svga->curr.sampler_views[i] && svga->curr.sampler[i]) {
struct pipe_resource *tex = svga->curr.sampler_views[i]->texture;
struct svga_texture *stex = svga_texture(tex);
SVGA3dSurfaceFormat format = stex->key.format;