glsl: fix bug in sampler array indexing
Need to add the 'offset' parameter when indexing the parameter array.
Before, if we were setting arrays of samplers, we were actually only
setting the 0th sampler's value.
Because of how progs/glsl/samplers.c is constructed, this wasn't showing
up as a failure in the samplers_array output.
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index 14da974..95b7490 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -1624,7 +1624,6 @@
if (param->Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
- GLuint texUnit, sampler;
GLint i;
/* data type for setting samplers must be int */
@@ -1639,8 +1638,9 @@
* common thing...
*/
for (i = 0; i < count; i++) {
- sampler = (GLuint) program->Parameters->ParameterValues[index + i][0];
- texUnit = ((GLuint *) values)[i];
+ GLuint sampler =
+ (GLuint) program->Parameters->ParameterValues[index + offset + i][0];
+ GLuint texUnit = ((GLuint *) values)[i];
/* check that the sampler (tex unit index) is legal */
if (texUnit >= ctx->Const.MaxTextureImageUnits) {
@@ -1651,6 +1651,10 @@
/* This maps a sampler to a texture unit: */
if (sampler < MAX_SAMPLERS) {
+#if 0
+ _mesa_printf("Set program %p sampler %d '%s' to unit %u\n",
+ program, sampler, param->Name, texUnit);
+#endif
program->SamplerUnits[sampler] = texUnit;
}
}