mesa: test against MaxUniformComponents in check_resources()
Since we're compiling/linking GLSL shaders we should check against the shader uniform limits, not the legacy vertex/fragment program parameter limits which are usually lower.
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@@ -2454,7 +2454,7 @@ check_resources(const struct gl_context *ctx,
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fail_link(shader_program, "Too many vertex shader texture samplers");
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}
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if (prog->Parameters->NumParameters >
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ctx->Const.VertexProgram.MaxParameters) {
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ctx->Const.VertexProgram.MaxUniformComponents / 4) {
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fail_link(shader_program, "Too many vertex shader constants");
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}
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break;
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@@ -2464,7 +2464,7 @@ check_resources(const struct gl_context *ctx,
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fail_link(shader_program, "Too many geometry shader texture samplers");
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}
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if (prog->Parameters->NumParameters >
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ctx->Const.GeometryProgram.MaxParameters) {
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ctx->Const.GeometryProgram.MaxUniformComponents / 4) {
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fail_link(shader_program, "Too many geometry shader constants");
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}
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break;
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@@ -2474,7 +2474,7 @@ check_resources(const struct gl_context *ctx,
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fail_link(shader_program, "Too many fragment shader texture samplers");
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}
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if (prog->Parameters->NumParameters >
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ctx->Const.FragmentProgram.MaxParameters) {
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ctx->Const.FragmentProgram.MaxUniformComponents / 4) {
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fail_link(shader_program, "Too many fragment shader constants");
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}
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break;
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