mesa: Use initializers to configure samplers
authorIan Romanick <ian.d.romanick@intel.com>
Mon, 9 Apr 2012 19:33:48 +0000 (12:33 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Wed, 23 May 2012 18:42:08 +0000 (11:42 -0700)
Now that the linker handles initializers of samplers just like any
other uniform, a bunch of this annoying code is unnecessary.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/mesa/main/ff_fragment_shader.cpp

index 8a42281..0233f38 100644 (file)
@@ -1007,6 +1007,15 @@ static void load_texture( struct texenv_fragment_program *p, GLuint unit )
                                                      sampler_name,
                                                      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.
+    */
+   sampler->constant_value = new(p->mem_ctx) ir_constant(int(unit));
+
    deref = new(p->mem_ctx) ir_dereference_variable(sampler);
    tex->set_sampler(deref, glsl_type::vec4_type);
 
@@ -1350,38 +1359,6 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
 
    _mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
 
-   for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) {
-      /* Enough space for 'sampler_999\0'.
-       */
-      char name[12];
-
-      snprintf(name, sizeof(name), "sampler_%d", i);
-
-      int loc = _mesa_get_uniform_location(ctx, p.shader_program, name);
-      if (loc != -1) {
-        unsigned base;
-        unsigned idx;
-
-        /* Avoid using _mesa_uniform() because it flags state
-         * updates, so if we're generating this shader_program in a
-         * state update, we end up recursing.  Instead, just set the
-         * value, which is picked up at re-link.
-         */
-        _mesa_uniform_split_location_offset(loc, &base, &idx);
-        assert(idx == 0);
-
-        struct gl_uniform_storage *const storage =
-           &p.shader_program->UniformStorage[base];
-
-        /* Update the storage, the SamplerUnits in the shader program, and
-         * the SamplerUnits in the assembly shader.
-         */
-        storage->storage[idx].i = i;
-        fp->SamplerUnits[storage->sampler] = i;
-        p.shader_program->SamplerUnits[storage->sampler] = i;
-        _mesa_propagate_uniforms_to_driver_storage(storage, 0, 1);
-      }
-   }
    _mesa_update_shader_textures_used(p.shader_program, fp);
    (void) ctx->Driver.ProgramStringNotify(ctx, fp->Target, fp);