glsl: Initialize samplers to 0, propagate sampler values to the gl_program
authorIan Romanick <ian.d.romanick@intel.com>
Tue, 10 Apr 2012 17:40:11 +0000 (10:40 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Wed, 23 May 2012 18:42:07 +0000 (11:42 -0700)
commitb610881317a7775a7ffe5f032099d8b2dc45eff0
tree76bcf256e9998f96236488b940a642ddb35cab6f
parenta2e623054b5d8eafebc7499efe93e4bceae16ead
glsl: Initialize samplers to 0, propagate sampler values to the gl_program

The spec requires that samplers be initialized to 0.  Since this
differs from the 1-to-1 mapping of samplers to texture units assumed
by ARB assembly shaders (and the gl_program structure), be sure to
propagate this date from the gl_shader_program to the gl_program.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
CC: Vadim Girlin <vadimgirlin@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=49088
src/glsl/link_uniforms.cpp
src/mesa/main/uniforms.c