const struct gl_context *ctx = st->ctx;
struct gl_vertex_program *vprog = ctx->VertexProgram._Current;
GLuint su;
+ const GLuint old_max = st->state.num_vertex_textures;
+ GLbitfield samplers_used = vprog->Base.SamplersUsed;
- if (!vprog->Base.SamplersUsed && st->state.num_vertex_textures == 0)
+ if (samplers_used == 0x0 && old_max == 0)
return;
st->state.num_vertex_textures = 0;
/* loop over sampler units (aka tex image units) */
- for (su = 0; su < ctx->Const.MaxTextureImageUnits; su++) {
+ for (su = 0; su < ctx->Const.MaxVertexTextureImageUnits; su++, samplers_used >>= 1) {
struct pipe_sampler_view *sampler_view = NULL;
- if (vprog->Base.SamplersUsed & (1 << su)) {
+
+ if (samplers_used & 1) {
GLboolean retval;
GLuint texUnit;
continue;
st->state.num_vertex_textures = su + 1;
+ } else if (samplers_used == 0 && su >= old_max) {
+ /* if we've reset all the old views and we have no more new ones */
+ break;
}
+
pipe_sampler_view_reference(&st->state.vertex_sampler_views[su],
sampler_view);
}
const struct gl_context *ctx = st->ctx;
struct gl_fragment_program *fprog = ctx->FragmentProgram._Current;
GLuint su;
- int old_max = st->state.num_fragment_textures;
+ const GLuint old_max = st->state.num_fragment_textures;
GLbitfield samplers_used = fprog->Base.SamplersUsed;
+ if (samplers_used == 0x0 && old_max == 0)
+ return;
+
st->state.num_fragment_textures = 0;
/* loop over sampler units (aka tex image units) */