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authorIago Toral Quiroga <[email protected]>2017-06-16 12:05:20 +0200
committerIago Toral Quiroga <[email protected]>2017-06-19 14:43:54 +0200
commitb70d6a2de1c90409c7a2e0d6484f350558f5c2ac (patch)
tree4bd922e09067388860038245e694b8656b130649 /src
parent4a7222518d723b6d1b3572cc1241b9997012b232 (diff)
glsl: gl_Max{Vertex,Fragment}UniformComponents exist in all desktop GL versions
The current implementation assumed that these were replaced in GLSL >= 4.10 by gl_Max{Vertex,Fragment}UniformVectors, however this is not true: both built-ins should be produced from GLSL 4.10 onwards. This was raised by new CTS tests that are in development. Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/compiler/glsl/builtin_variables.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp
index 405502eb8a4..19d427e4bc0 100644
--- a/src/compiler/glsl/builtin_variables.cpp
+++ b/src/compiler/glsl/builtin_variables.cpp
@@ -632,8 +632,16 @@ builtin_variable_generator::generate_constants()
add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
/* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
- * GL counts them in units of "components" or "floats".
+ * GL counts them in units of "components" or "floats" and also in units
+ * of vectors since GL 4.1
*/
+ if (!state->es_shader) {
+ add_const("gl_MaxFragmentUniformComponents",
+ state->Const.MaxFragmentUniformComponents);
+ add_const("gl_MaxVertexUniformComponents",
+ state->Const.MaxVertexUniformComponents);
+ }
+
if (state->is_version(410, 100)) {
add_const("gl_MaxVertexUniformVectors",
state->Const.MaxVertexUniformComponents / 4);
@@ -661,16 +669,10 @@ builtin_variable_generator::generate_constants()
state->Const.MaxDualSourceDrawBuffers);
}
} else {
- add_const("gl_MaxVertexUniformComponents",
- state->Const.MaxVertexUniformComponents);
-
/* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
* removed
*/
add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
-
- add_const("gl_MaxFragmentUniformComponents",
- state->Const.MaxFragmentUniformComponents);
}
/* Texel offsets were introduced in ARB_shading_language_420pack (which