On 07/25/2013 03:47 PM, Kenneth Graunke wrote:
For GLSL programs, enabledTargets can have more than one bit set.  For
example, a shader that uses sampler2D and samplerCube uniforms will have
both TEXTURE_2D_BIT and TEXTURE_CUBE_BIT set.

The code that sets _ReallyEnabled already handles this, selecting the
"highest priority" texture target.  We should simply use that.

Fixes new Piglit test incomplete-textures-of-multiple-types.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=62698
Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
Cc: Brian Paul <bri...@vmware.com>
---
  src/mesa/main/texstate.c | 6 ++----
  1 file changed, 2 insertions(+), 4 deletions(-)

  Brian,

  Does this seem right to you?  Thanks!

  --Ken

diff --git a/src/mesa/main/texstate.c b/src/mesa/main/texstate.c
index 741985c..afff013 100644
--- a/src/mesa/main/texstate.c
+++ b/src/mesa/main/texstate.c
@@ -594,8 +594,8 @@ update_texture_state( struct gl_context *ctx )

        /* Look for the highest priority texture target that's enabled (or used
         * by the vert/frag shaders) and "complete".  That's the one we'll use
-       * for texturing.  If we're using vert/frag program we're guaranteed
-       * that bitcount(enabledBits) <= 1.
+       * for texturing.
+       *
         * Note that the TEXTURE_x_INDEX values are in high to low priority.
         */
        for (texIndex = 0; texIndex < NUM_TEXTURE_TARGETS; texIndex++) {
@@ -624,8 +624,6 @@ update_texture_state( struct gl_context *ctx )
              struct gl_texture_object *texObj;
              gl_texture_index texTarget;

-            assert(_mesa_bitcount(enabledTargets) == 1);
-
              texTarget = (gl_texture_index) (ffs(enabledTargets) - 1);
              texObj = _mesa_get_fallback_texture(ctx, texTarget);



Yeah, I think this is OK.

Reviewed-by: Brian Paul <bri...@vmware.com>

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