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authorKenneth Graunke <[email protected]>2011-10-27 21:57:48 -0700
committerKenneth Graunke <[email protected]>2011-12-19 16:33:11 -0800
commit37d24a70daa41bbad9c7a85dd432f561a172e858 (patch)
treee1d5cfca88f4454fefb9a84c134af00cff863714 /src/mesa
parent8e34021099527868097b2c877fc32f29aa4d7bb6 (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]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_context.c2
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;