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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev