The FS backend has always used 0, and the VS backend has always used 1.
I think 1 is just working around other problems, and is incorrect.
Samplers are baked in; nothing uses the UNIFORM register we would
create, and we shouldn't upload any constant values for them.

Fixes ES3-CTS.shaders.struct.uniform.sampler_array_vertex.

Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
Cc: mesa-sta...@lists.freedesktop.org
---
 src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp | 6 +++---
 1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp 
b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
index d504e2e..473b3c5 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
@@ -588,10 +588,10 @@ type_size(const struct glsl_type *type)
       }
       return size;
    case GLSL_TYPE_SAMPLER:
-      /* Samplers take up one slot in UNIFORMS[], but they're baked in
-       * at link time.
+      /* Samplers take up no register space, since they're baked in at
+       * link time.
        */
-      return 1;
+      return 0;
    case GLSL_TYPE_ATOMIC_UINT:
       return 0;
    case GLSL_TYPE_IMAGE:
-- 
2.1.0

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