From: Marek Olšák Date: Sat, 10 Jun 2017 19:57:20 +0000 (+0200) Subject: st/mesa: when binding sampler states, don't check the max sampler limit X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=18d498a1ae5eb8c3186847c96a6934ef5a82c6ab;p=mesa.git st/mesa: when binding sampler states, don't check the max sampler limit The GLSL linker takes care of it. Reviewed-by: Timothy Arceri Reviewed-by: Nicolai Hähnle --- diff --git a/src/mesa/state_tracker/st_atom_sampler.c b/src/mesa/state_tracker/st_atom_sampler.c index 539b28933b9..5f3f852ab3b 100644 --- a/src/mesa/state_tracker/st_atom_sampler.c +++ b/src/mesa/state_tracker/st_atom_sampler.c @@ -264,7 +264,6 @@ static void update_shader_samplers(struct st_context *st, enum pipe_shader_type shader_stage, const struct gl_program *prog, - unsigned max_units, struct pipe_sampler_state *samplers, unsigned *num_samplers) { @@ -281,7 +280,7 @@ update_shader_samplers(struct st_context *st, *num_samplers = 0; /* loop over sampler units (aka tex image units) */ - for (unit = 0; unit < max_units; unit++, samplers_used >>= 1) { + for (unit = 0; samplers_used; unit++, samplers_used >>= 1) { struct pipe_sampler_state *sampler = samplers + unit; if (samplers_used & 1) { @@ -347,7 +346,6 @@ st_update_vertex_samplers(struct st_context *st) update_shader_samplers(st, PIPE_SHADER_VERTEX, ctx->VertexProgram._Current, - ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_VERTEX], &st->state.num_samplers[PIPE_SHADER_VERTEX]); } @@ -362,7 +360,6 @@ st_update_tessctrl_samplers(struct st_context *st) update_shader_samplers(st, PIPE_SHADER_TESS_CTRL, ctx->TessCtrlProgram._Current, - ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_TESS_CTRL], &st->state.num_samplers[PIPE_SHADER_TESS_CTRL]); } @@ -378,7 +375,6 @@ st_update_tesseval_samplers(struct st_context *st) update_shader_samplers(st, PIPE_SHADER_TESS_EVAL, ctx->TessEvalProgram._Current, - ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_TESS_EVAL], &st->state.num_samplers[PIPE_SHADER_TESS_EVAL]); } @@ -394,7 +390,6 @@ st_update_geometry_samplers(struct st_context *st) update_shader_samplers(st, PIPE_SHADER_GEOMETRY, ctx->GeometryProgram._Current, - ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_GEOMETRY], &st->state.num_samplers[PIPE_SHADER_GEOMETRY]); } @@ -409,7 +404,6 @@ st_update_fragment_samplers(struct st_context *st) update_shader_samplers(st, PIPE_SHADER_FRAGMENT, ctx->FragmentProgram._Current, - ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_FRAGMENT], &st->state.num_samplers[PIPE_SHADER_FRAGMENT]); } @@ -424,7 +418,6 @@ st_update_compute_samplers(struct st_context *st) update_shader_samplers(st, PIPE_SHADER_COMPUTE, ctx->ComputeProgram._Current, - ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits, st->state.samplers[PIPE_SHADER_COMPUTE], &st->state.num_samplers[PIPE_SHADER_COMPUTE]); }