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authorBrian Paul <[email protected]>2011-03-11 10:03:40 -0700
committerBrian Paul <[email protected]>2011-03-11 10:04:17 -0700
commitd7db14ab7d66520b6030c0aa48c94507179a8d4e (patch)
tree42e2e1ccd8da4b2fa5ea8dd73c49c3b15eea4426 /src/mesa
parente0e94026a0648d6b33d6b7cf2b9b01429cf945e4 (diff)
mesa: test against MaxUniformComponents in check_resources()
Since we're compiling/linking GLSL shaders we should check against the shader uniform limits, not the legacy vertex/fragment program parameter limits which are usually lower.
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/program/ir_to_mesa.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index c4704fe6b46..eff0d37a587 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2454,7 +2454,7 @@ check_resources(const struct gl_context *ctx,
fail_link(shader_program, "Too many vertex shader texture samplers");
}
if (prog->Parameters->NumParameters >
- ctx->Const.VertexProgram.MaxParameters) {
+ ctx->Const.VertexProgram.MaxUniformComponents / 4) {
fail_link(shader_program, "Too many vertex shader constants");
}
break;
@@ -2464,7 +2464,7 @@ check_resources(const struct gl_context *ctx,
fail_link(shader_program, "Too many geometry shader texture samplers");
}
if (prog->Parameters->NumParameters >
- ctx->Const.GeometryProgram.MaxParameters) {
+ ctx->Const.GeometryProgram.MaxUniformComponents / 4) {
fail_link(shader_program, "Too many geometry shader constants");
}
break;
@@ -2474,7 +2474,7 @@ check_resources(const struct gl_context *ctx,
fail_link(shader_program, "Too many fragment shader texture samplers");
}
if (prog->Parameters->NumParameters >
- ctx->Const.FragmentProgram.MaxParameters) {
+ ctx->Const.FragmentProgram.MaxUniformComponents / 4) {
fail_link(shader_program, "Too many fragment shader constants");
}
break;