From 8fed2466e4056668a76a87cf935b5fbff8ae15ca Mon Sep 17 00:00:00 2001 From: Brian Date: Fri, 26 Oct 2007 19:19:09 -0600 Subject: Re-implement GLSL texture sampler variables. GLSL sampler variables indicate which texture unit to use for TEX instructions. Previously, this was baked into the fragment/vertex program and couldn't be readily changed once set. Now, SamplerUnits[] array indicates which texture unit is to be used for each sampler variable. These values are set with glUniform1i(). This is extra state that must be passed to the fragment/vertex program executor at runtime. --- src/mesa/shader/program.c | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'src/mesa/shader/program.c') diff --git a/src/mesa/shader/program.c b/src/mesa/shader/program.c index 1f227390af..cafc0dcfaa 100644 --- a/src/mesa/shader/program.c +++ b/src/mesa/shader/program.c @@ -187,12 +187,17 @@ _mesa_init_program_struct( GLcontext *ctx, struct gl_program *prog, { (void) ctx; if (prog) { + GLuint i; _mesa_bzero(prog, sizeof(*prog)); prog->Id = id; prog->Target = target; prog->Resident = GL_TRUE; prog->RefCount = 1; prog->Format = GL_PROGRAM_FORMAT_ASCII_ARB; + + /* default mapping from samplers to texture units */ + for (i = 0; i < MAX_SAMPLERS; i++) + prog->SamplerUnits[i] = i; } return prog; -- cgit v1.2.3