main: Fix MaxUniformComponents for geometry shaders.
For both vertex and fragment shaders we default MaxUniformComponents to 4 * MAX_UNIFORMS. It makes sense to do this for geometry shaders too; if back-ends have different limits they can override them as necessary. Fixes piglit test: spec/glsl-1.50/built-in constants/gl_MaxGeometryUniformComponents Cc: "10.0" <mesa-stable@lists.freedesktop.org> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
This commit is contained in:
@@ -494,7 +494,7 @@ init_program_limits(struct gl_context *ctx, GLenum type,
|
||||
prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
|
||||
prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
|
||||
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
|
||||
prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
|
||||
prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
|
||||
prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
|
||||
prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user