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authorTapani Pälli <[email protected]>2019-11-08 08:17:17 +0200
committerTapani Pälli <[email protected]>2019-11-28 14:11:46 +0200
commitd61a21f439386b12752d498b1b1c85a891c50bc8 (patch)
treea20afb41ce5896a15d69ccd80db85adc828bb31f /src/compiler/glsl/ir_optimization.h
parent4cde0e04e38ad2b9212d451cb5a84ed4ceaffd03 (diff)
glsl: handle max uniform limits with lower_const_arrays_to_uniforms
Fixes arb_tessellation_shader-large-uniforms Piglit test. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/compiler/glsl/ir_optimization.h')
-rw-r--r--src/compiler/glsl/ir_optimization.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/compiler/glsl/ir_optimization.h b/src/compiler/glsl/ir_optimization.h
index e027654d3a0..cd0be38e56f 100644
--- a/src/compiler/glsl/ir_optimization.h
+++ b/src/compiler/glsl/ir_optimization.h
@@ -140,7 +140,7 @@ bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
exec_list *instructions, bool lower_input, bool lower_output,
bool lower_temp, bool lower_uniform);
bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
-bool lower_const_arrays_to_uniforms(exec_list *instructions, unsigned stage);
+bool lower_const_arrays_to_uniforms(exec_list *instructions, unsigned stage, unsigned max_uniform_components);
bool lower_clip_cull_distance(struct gl_shader_program *prog,
gl_linked_shader *shader);
void lower_output_reads(unsigned stage, exec_list *instructions);