From d7db14ab7d66520b6030c0aa48c94507179a8d4e Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 11 Mar 2011 10:03:40 -0700 Subject: mesa: test against MaxUniformComponents in check_resources() Since we're compiling/linking GLSL shaders we should check against the shader uniform limits, not the legacy vertex/fragment program parameter limits which are usually lower. --- src/mesa/program/ir_to_mesa.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/mesa/program/ir_to_mesa.cpp') diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index c4704fe6b46..eff0d37a587 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -2454,7 +2454,7 @@ check_resources(const struct gl_context *ctx, fail_link(shader_program, "Too many vertex shader texture samplers"); } if (prog->Parameters->NumParameters > - ctx->Const.VertexProgram.MaxParameters) { + ctx->Const.VertexProgram.MaxUniformComponents / 4) { fail_link(shader_program, "Too many vertex shader constants"); } break; @@ -2464,7 +2464,7 @@ check_resources(const struct gl_context *ctx, fail_link(shader_program, "Too many geometry shader texture samplers"); } if (prog->Parameters->NumParameters > - ctx->Const.GeometryProgram.MaxParameters) { + ctx->Const.GeometryProgram.MaxUniformComponents / 4) { fail_link(shader_program, "Too many geometry shader constants"); } break; @@ -2474,7 +2474,7 @@ check_resources(const struct gl_context *ctx, fail_link(shader_program, "Too many fragment shader texture samplers"); } if (prog->Parameters->NumParameters > - ctx->Const.FragmentProgram.MaxParameters) { + ctx->Const.FragmentProgram.MaxUniformComponents / 4) { fail_link(shader_program, "Too many fragment shader constants"); } break; -- cgit v1.2.3