i915: Only allow 8 vertex texture units

There's no reason to have more vertex texture units than fragment
texture units on this hardware.  Since increasing the default maximum
number of texture units from 16 to 32, this has triggered some segfault
in i915 driver.  There's probably some array or bitfield that isn't
properly sized now.  This really papers over the bug, but I don't think
I'll lose any sleep over that.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74071
Cc: "10.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Ian Romanick
2014-02-26 12:32:29 -08:00
parent 59989a4a92
commit 8ba157006f
+1
View File
@@ -193,6 +193,7 @@ i915CreateContext(int api,
ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = I915_TEX_UNITS;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = I915_TEX_UNITS;
ctx->Const.MaxTextureCoordUnits = I915_TEX_UNITS;
ctx->Const.MaxVarying = I915_TEX_UNITS;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents =