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authorPaul Berry <[email protected]>2013-11-13 14:24:09 -0800
committerPaul Berry <[email protected]>2013-11-15 08:47:41 -0800
commit46e9f78efcb6ccc25ea59d83624aaa5077254a85 (patch)
treed9147c7de8d12a4658732105341df29eddce0d83
parent420ccf7b8f33c92657479462478db787c431d750 (diff)
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" <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Chad Versace <[email protected]>
-rw-r--r--src/mesa/main/context.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index d005d237068..8cbc9352af3 100644
--- a/src/mesa/main/context.c
+++ b/src/mesa/main/context.c
@@ -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;