set MaxTextureImageUnits, MaxTextureCoordUnits
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@@ -106,6 +106,8 @@ GLboolean gammaCreateContext( const __GLcontextModes *glVisual,
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ctx->Const.MaxTextureLevels = 13; /* 4K by 4K? Is that right? */
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ctx->Const.MaxTextureUnits = 1; /* Permedia 3 */
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ctx->Const.MaxTextureImageUnits = 1;
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ctx->Const.MaxTextureCoordUnits = 1;
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ctx->Const.MinLineWidth = 0.0;
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ctx->Const.MaxLineWidth = 255.0;
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@@ -204,6 +204,8 @@ i810CreateContext( const __GLcontextModes *mesaVis,
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ctx = imesa->glCtx;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxTextureImageUnits = 2;
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ctx->Const.MaxTextureCoordUnits = 2;
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/* FIXME: driCalcualteMaxTextureLevels assumes that mipmaps are tightly
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@@ -263,6 +263,8 @@ GLboolean i830CreateContext( const __GLcontextModes *mesaVis,
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ctx = imesa->glCtx;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxTextureImageUnits = 2;
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ctx->Const.MaxTextureCoordUnits = 2;
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/* FIXME: driCalcualteMaxTextureLevels assumes that mipmaps are tightly
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* FIXME: packed, but they're not in Intel graphics hardware.
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@@ -411,11 +411,15 @@ mgaCreateContext( const __GLcontextModes *mesaVis,
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ctx = mmesa->glCtx;
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if ( mgaScreen->chipset == MGA_CARD_TYPE_G200 ) {
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ctx->Const.MaxTextureUnits = 1;
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ctx->Const.MaxTextureImageUnits = 1;
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ctx->Const.MaxTextureCoordUnits = 1;
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maxlevels = G200_TEX_MAXLEVELS;
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}
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else {
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxTextureImageUnits = 2;
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ctx->Const.MaxTextureCoordUnits = 2;
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maxlevels = G400_TEX_MAXLEVELS;
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}
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@@ -196,6 +196,8 @@ GLboolean r128CreateContext( const __GLcontextModes *glVisual,
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*/
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxTextureImageUnits = 2;
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ctx->Const.MaxTextureCoordUnits = 2;
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driCalculateMaxTextureLevels( rmesa->texture_heaps,
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rmesa->nr_heaps,
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@@ -338,6 +338,8 @@ GLboolean r200CreateContext( const __GLcontextModes *glVisual,
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ctx = rmesa->glCtx;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxTextureImageUnits = 2;
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ctx->Const.MaxTextureCoordUnits = 2;
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driCalculateMaxTextureLevels( rmesa->texture_heaps,
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rmesa->nr_heaps,
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@@ -327,6 +327,8 @@ radeonCreateContext( const __GLcontextModes *glVisual,
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ctx = rmesa->glCtx;
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ctx->Const.MaxTextureUnits = 2;
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ctx->Const.MaxTextureImageUnits = 2;
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ctx->Const.MaxTextureCoordUnits = 2;
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driCalculateMaxTextureLevels( rmesa->texture_heaps,
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rmesa->nr_heaps,
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@@ -209,6 +209,8 @@ GLboolean tdfxCreateContext( const __GLcontextModes *mesaVis,
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ctx->Const.MaxTextureLevels = 9;
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}
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ctx->Const.MaxTextureUnits = TDFX_IS_BANSHEE( fxMesa ) ? 1 : 2;
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ctx->Const.MaxTextureImageUnits = ctx->Const.MaxTextureUnits;
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ctx->Const.MaxTextureCoordUnits = ctx->Const.MaxTextureUnits;
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/* No wide points.
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*/
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