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authorIan Romanick <[email protected]>2013-09-10 11:34:11 -0500
committerIan Romanick <[email protected]>2013-09-19 17:14:49 -0500
commitb4cf56cdf81226ad801d8bf98bb1dad83536f016 (patch)
tree6d0882a1ff528ce98c3541ab0aa27defc71ed799
parentbe8963a18fc42b2b7cab40ea322ac249d7872530 (diff)
glsl: Set VertexProgram.MaxOutputComponents and FragmentProgram.MaxInputComponents in standalone scaffolding
Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Brian Paul <[email protected]> Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Paul Berry <[email protected]>
-rw-r--r--src/glsl/standalone_scaffolding.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/glsl/standalone_scaffolding.cpp b/src/glsl/standalone_scaffolding.cpp
index 11cd6cdc02d..6dec205f7ab 100644
--- a/src/glsl/standalone_scaffolding.cpp
+++ b/src/glsl/standalone_scaffolding.cpp
@@ -116,11 +116,13 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
ctx->Const.VertexProgram.MaxAttribs = 16;
ctx->Const.VertexProgram.MaxUniformComponents = 512;
+ ctx->Const.VertexProgram.MaxOutputComponents = 32;
ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
ctx->Const.VertexProgram.MaxTextureImageUnits = 0;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.FragmentProgram.MaxTextureImageUnits = 2;
ctx->Const.FragmentProgram.MaxUniformComponents = 64;
+ ctx->Const.FragmentProgram.MaxInputComponents = 32;
ctx->Const.MaxDrawBuffers = 1;