diff options
author | Kenneth Graunke <[email protected]> | 2011-10-27 21:57:48 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2011-12-19 16:33:11 -0800 |
commit | 37d24a70daa41bbad9c7a85dd432f561a172e858 (patch) | |
tree | e1d5cfca88f4454fefb9a84c134af00cff863714 | |
parent | 8e34021099527868097b2c877fc32f29aa4d7bb6 (diff) |
i965: Advertise our vertex shader texture units.
Previously, we advertised 0 VS texture units. Now that we have proper
support for using the sampling engine in the VS, we can advertise 16,
which is conveniently the number required for OpenGL 3.0.
v2: Enable on Gen4. I hacked up my tests to not use flat ivec varyings
and they pass.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_context.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_context.c b/src/mesa/drivers/dri/i965/brw_context.c index faa02bf8a38..5e9cb1f8b2f 100644 --- a/src/mesa/drivers/dri/i965/brw_context.c +++ b/src/mesa/drivers/dri/i965/brw_context.c @@ -159,7 +159,7 @@ brwCreateContext(int api, ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */ ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits, ctx->Const.MaxTextureImageUnits); - ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */ + ctx->Const.MaxVertexTextureImageUnits = BRW_MAX_TEX_UNIT; ctx->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxVertexTextureImageUnits + ctx->Const.MaxTextureImageUnits; |