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authorFrancisco Jerez <[email protected]>2015-08-17 19:10:46 +0300
committerFrancisco Jerez <[email protected]>2015-08-20 12:26:53 +0300
commit47e0d5b9b28b0753adda70cbfb3ad111ba6169a8 (patch)
treeb57e97bb8eaf059d5b5a403345972f6a14cf9cb8 /src/glsl/linker.cpp
parent3547d9855c2103ecc5001a082965d3dda5d69d34 (diff)
mesa: Rename MaxCombinedImageUnitsAndFragmentOutputs to MaxCombinedShaderOutputResources.
The name of both the GLSL built-in variable and the glGetInteger param with the same value changed in GLSL ES 3.1 and GL 4.5. Its semantics also changed slightly, since the limit now also takes into account the number of SSBs in use. Switch our internal data structures to the up-to-date name. Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index a7cd82049bd..47f7d2574dd 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2900,7 +2900,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
linker_error(prog, "Too many combined image uniforms\n");
if (total_image_units + fragment_outputs >
- ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
+ ctx->Const.MaxCombinedShaderOutputResources)
linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
}