| Index: src/gpu/gl/GrGLProgramDataManager.cpp
|
| diff --git a/src/gpu/gl/GrGLProgramDataManager.cpp b/src/gpu/gl/GrGLProgramDataManager.cpp
|
| index c53abd79abe3a3774129c8aff17b75201e556a19..2792946c3ce8a8916e59aa4085852f7a3727fb11 100644
|
| --- a/src/gpu/gl/GrGLProgramDataManager.cpp
|
| +++ b/src/gpu/gl/GrGLProgramDataManager.cpp
|
| @@ -62,7 +62,8 @@ GrGLProgramDataManager::GrGLProgramDataManager(GrGpuGL* gpu,
|
|
|
| void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const {
|
| const Uniform& uni = fUniforms[u.toProgramDataIndex()];
|
| - SkASSERT(uni.fType == kSampler2D_GrSLType);
|
| + SkASSERT((uni.fType == kSampler2D_GrSLType) ||
|
| + (uni.fType == kSampler3D_GrSLType));
|
| SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
|
| // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
|
| // reference the sampler then the compiler may have optimized it out. Uncomment this assert
|
|
|