set ctx->Const.MaxVertexTextureImageUnits = 0
This disallows vertex shader texture sampling. See bugs 16157, 13838.
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@@ -125,7 +125,7 @@ GLboolean brwCreateContext( const __GLcontextModes *mesaVis,
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ctx->Const.MaxTextureUnits = BRW_MAX_TEX_UNIT;
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ctx->Const.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
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ctx->Const.MaxTextureCoordUnits = BRW_MAX_TEX_UNIT;
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ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */
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/* Advertise the full hardware capabilities. The new memory
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* manager should cope much better with overload situations:
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