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authorEric Anholt <[email protected]>2017-02-10 10:45:42 -0800
committerEric Anholt <[email protected]>2017-02-10 14:17:04 -0800
commita0b68418383ecc0ee2ac475ff6dc1d28b4ae6e24 (patch)
treee54bfcf753228111c31f91b7ba6282652cea51c1 /src
parentb2309393039b2ec0cc00a8e6fd828c60c4ef1e11 (diff)
vc4: Drop VS inputs to 8.
In the hardware we only get to declare 8 vertex elements (GLES2's minimum), so we should be exposing that number here. Fixes an assertion failure in piglit texrect-many, at the expense of various GL 2.0-ish minmax tests now complaining that our count is too low.
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/vc4/vc4_screen.c5
1 files changed, 1 insertions, 4 deletions
diff --git a/src/gallium/drivers/vc4/vc4_screen.c b/src/gallium/drivers/vc4/vc4_screen.c
index 5cc0b04dc15..3b2c265222a 100644
--- a/src/gallium/drivers/vc4/vc4_screen.c
+++ b/src/gallium/drivers/vc4/vc4_screen.c
@@ -365,10 +365,7 @@ vc4_screen_get_shader_param(struct pipe_screen *pscreen, unsigned shader,
return vc4_screen(pscreen)->has_control_flow;
case PIPE_SHADER_CAP_MAX_INPUTS:
- if (shader == PIPE_SHADER_FRAGMENT)
- return 8;
- else
- return 16;
+ return 8;
case PIPE_SHADER_CAP_MAX_OUTPUTS:
return shader == PIPE_SHADER_FRAGMENT ? 1 : 8;
case PIPE_SHADER_CAP_MAX_TEMPS: