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authorEric Anholt <[email protected]>2009-12-10 09:16:37 -0800
committerEric Anholt <[email protected]>2009-12-10 09:56:52 -0800
commit51e945ec9c0b803f5e998f87449fb02a7c39ae65 (patch)
treebde428c463de8907810fc7a63960a806f6653fbc /windows
parent71f4267ac23f52dcc94590cb94c3e0ce451662aa (diff)
intel: Attempt to fix up after "Update vertex texture code."
The MaxCombinedTextureImageUnits is the total number of samplers that can be bound between vertex, geometry, and fragment, not 0. This should report the correct value on 965 now. Other DRI drivers may also need updating if their MaxVertexTextureImageUnits != 0 (for example, if using the sw vertex pipeline). It's not clear to me if there's going to be a valid value for this limit other than MaxTextureImageUnits + MaxVertexTextureImageUnits (+ MaxGeometryTextureImageUnits eventually). If not, then we should probably just move this into the core at Get time. Bug #25518 (wine regression). Fixes piglit vp-combined-image-units.
Diffstat (limited to 'windows')
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