From ade508312c701ce89d3c2cd717994dbbabb4f207 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Wed, 14 May 2008 16:09:46 -0600 Subject: Updated GLSL uniform/sampler handling from gallium-0.1 branch Previously, the shader linker combined the uniforms used by the vertex and fragment shaders into a combined set of uniforms. This made the implementation of glUniform*() simple, but was rather inefficient otherwise. Now each shader gets its own set of uniforms (no more modelview matrix showing up in the fragment shader uniforms, for example). cherry-picked by hand from gallium-0.1 branch --- src/mesa/main/config.h | 1 + 1 file changed, 1 insertion(+) (limited to 'src/mesa/main/config.h') diff --git a/src/mesa/main/config.h b/src/mesa/main/config.h index ab0f035b45b..58a39d11d4d 100644 --- a/src/mesa/main/config.h +++ b/src/mesa/main/config.h @@ -188,6 +188,7 @@ #define MAX_PROGRAM_ADDRESS_REGS 2 #define MAX_UNIFORMS 128 #define MAX_VARYING 8 +#define MAX_SAMPLERS 8 /*@}*/ /** For GL_NV_vertex_program */ -- cgit v1.2.3