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 |