Age | Commit message (Collapse) | Author |
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Shader validation should fail if there are two samplers of different types
which reference the same texture unit. For example, if a cubemap sampler
and a 2D sampler both reference texture unit 0, that's invalid.
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If an application never calls glUniform() to set sampler variable values
they'll remain 0 (the default value/unit).
Now call _mesa_update_shader_textures_used() at link time in case glUniform()
is never called. program->TextureUsed[] will then be correct for state
validation.
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This is another step toward removing a whole bunch of -I flags from
the cc commands. Still need to address driver code...
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This allows making a bunch of functions static, and removes a state
tracker dependency on driverfuncs.c
cherry-picked from gallium-0.1
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Note that (unlike texture objects), shader handles remain valid (in the
hash table) after glDeleteShader/Program() if the refcount isn't zero.
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Use the gl_shader struct as it should be.
Renamed gl_linked_program to gl_shader_program.
Store both shaders and programs in the same hash table and use the Type field
to distinguish them.
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