Now that we have the number of samplers available, we don't need to
iterate over all 16.  This should be particularly helpful for vertex
shaders.

Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
---
 src/mesa/drivers/dri/i965/brw_fs.cpp | 2 +-
 src/mesa/drivers/dri/i965/brw_vs.c   | 2 +-
 2 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp 
b/src/mesa/drivers/dri/i965/brw_fs.cpp
index 69e544a..27263fd 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -3143,7 +3143,7 @@ brw_fs_precompile(struct gl_context *ctx, struct 
gl_shader_program *prog)
 
    key.clamp_fragment_color = ctx->API == API_OPENGL_COMPAT;
 
-   for (int i = 0; i < MAX_SAMPLERS; i++) {
+   for (unsigned i = 0; i < brw->wm.sampler_count; i++) {
       if (fp->Base.ShadowSamplers & (1 << i)) {
          /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
          key.tex.swizzles[i] =
diff --git a/src/mesa/drivers/dri/i965/brw_vs.c 
b/src/mesa/drivers/dri/i965/brw_vs.c
index 5b8173d..7df93c2 100644
--- a/src/mesa/drivers/dri/i965/brw_vs.c
+++ b/src/mesa/drivers/dri/i965/brw_vs.c
@@ -544,7 +544,7 @@ brw_vs_precompile(struct gl_context *ctx, struct 
gl_shader_program *prog)
    key.base.program_string_id = bvp->id;
    key.base.clamp_vertex_color = ctx->API == API_OPENGL_COMPAT;
 
-   for (int i = 0; i < MAX_SAMPLERS; i++) {
+   for (unsigned i = 0; i < brw->vs.sampler_count; i++) {
       if (vp->Base.ShadowSamplers & (1 << i)) {
          /* Assume DEPTH_TEXTURE_MODE is the default: X, X, X, 1 */
          key.base.tex.swizzles[i] =
-- 
1.8.3.4

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