From 8acce5d53af44a3d1d05a26e69559fd35f835de4 Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Thu, 8 Oct 2015 11:13:00 -0700 Subject: [PATCH] ff_fragment_shader: Use binding to set the sampler unit This is the way layout(binding=xxx) works from GLSL. The old method just happened to work (and significantly predated support for layout(binding=xxx)), but future changes will break this. v2: Remove some stale comments. Suggested by Matt and Chris Forbes. Signed-off-by: Ian Romanick Reviewed-by: Matt Turner Cc: "10.6 11.0" --- src/mesa/main/ff_fragment_shader.cpp | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp index e4e2a18c1da..aad726689cc 100644 --- a/src/mesa/main/ff_fragment_shader.cpp +++ b/src/mesa/main/ff_fragment_shader.cpp @@ -975,13 +975,11 @@ static void load_texture( texenv_fragment_program *p, GLuint unit ) ir_var_uniform); p->top_instructions->push_head(sampler); - /* Set the texture unit for this sampler. The linker will pick this value - * up and do-the-right-thing. - * - * NOTE: The cast to int is important. Without it, the constant will have - * type uint, and things later on may get confused. + /* Set the texture unit for this sampler in the same way that + * layout(binding=X) would. */ - sampler->constant_value = new(p->mem_ctx) ir_constant(int(unit)); + sampler->data.explicit_binding = true; + sampler->data.binding = unit; deref = new(p->mem_ctx) ir_dereference_variable(sampler); tex->set_sampler(deref, glsl_type::vec4_type); -- 2.30.2