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-rw-r--r--src/mesa/state_tracker/st_extensions.c26
1 files changed, 11 insertions, 15 deletions
diff --git a/src/mesa/state_tracker/st_extensions.c b/src/mesa/state_tracker/st_extensions.c
index d32f50a416c..0aac086cf43 100644
--- a/src/mesa/state_tracker/st_extensions.c
+++ b/src/mesa/state_tracker/st_extensions.c
@@ -89,25 +89,10 @@ void st_init_limits(struct st_context *st)
c->MaxArrayTextureLayers
= screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
- c->FragmentProgram.MaxTextureImageUnits
- = _min(screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
- PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
- MAX_TEXTURE_IMAGE_UNITS);
-
- c->VertexProgram.MaxTextureImageUnits
- = _min(screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
- PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
- MAX_TEXTURE_IMAGE_UNITS);
-
c->MaxCombinedTextureImageUnits
= _min(screen->get_param(screen, PIPE_CAP_MAX_COMBINED_SAMPLERS),
MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- c->MaxTextureCoordUnits
- = _min(c->FragmentProgram.MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
-
- c->MaxTextureUnits = _min(c->FragmentProgram.MaxTextureImageUnits, c->MaxTextureCoordUnits);
-
/* Define max viewport size and max renderbuffer size in terms of
* max texture size (note: max tex RECT size = max tex 2D size).
* If this isn't true for some hardware we'll need new PIPE_CAP_ queries.
@@ -188,6 +173,11 @@ void st_init_limits(struct st_context *st)
continue;
}
+ pc->MaxTextureImageUnits =
+ _min(screen->get_shader_param(screen, sh,
+ PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
+ MAX_TEXTURE_IMAGE_UNITS);
+
pc->MaxInstructions = pc->MaxNativeInstructions =
screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_INSTRUCTIONS);
pc->MaxAluInstructions = pc->MaxNativeAluInstructions =
@@ -253,6 +243,12 @@ void st_init_limits(struct st_context *st)
options->LowerClipDistance = true;
}
+ /* This depends on program constants. */
+ c->MaxTextureCoordUnits
+ = _min(c->FragmentProgram.MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
+
+ c->MaxTextureUnits = _min(c->FragmentProgram.MaxTextureImageUnits, c->MaxTextureCoordUnits);
+
c->VertexProgram.MaxAttribs = MIN2(c->VertexProgram.MaxAttribs, 16);
/* PIPE_SHADER_CAP_MAX_INPUTS for the FS specifies the maximum number