From 46e9f78efcb6ccc25ea59d83624aaa5077254a85 Mon Sep 17 00:00:00 2001 From: Paul Berry Date: Wed, 13 Nov 2013 14:24:09 -0800 Subject: main: Fix MaxUniformComponents for geometry shaders. For both vertex and fragment shaders we default MaxUniformComponents to 4 * MAX_UNIFORMS. It makes sense to do this for geometry shaders too; if back-ends have different limits they can override them as necessary. Fixes piglit test: spec/glsl-1.50/built-in constants/gl_MaxGeometryUniformComponents Cc: "10.0" Reviewed-by: Kenneth Graunke Reviewed-by: Chad Versace --- src/mesa/main/context.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index d005d237068..8cbc9352af3 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -494,7 +494,7 @@ init_program_limits(struct gl_context *ctx, GLenum type, prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS; prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS; prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS; - prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS; + prog->MaxUniformComponents = 4 * MAX_UNIFORMS; prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */ prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */ break; -- cgit v1.2.3