Previously, we advertised 0 VS texture units.  Now that we have proper
support for using the sampling engine in the VS, we can advertise 16,
which is conveniently the number required for OpenGL 3.0.

While all the support is in place for Gen4+, it's received essentially
no testing on Gen4-5.  So for now, only enable it on Gen6+.

Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
---
 src/mesa/drivers/dri/i965/brw_context.c |    3 ++-
 1 files changed, 2 insertions(+), 1 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_context.c 
b/src/mesa/drivers/dri/i965/brw_context.c
index faa02bf..f024eaf 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -159,7 +159,8 @@ brwCreateContext(int api,
    ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
    ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
                                      ctx->Const.MaxTextureImageUnits);
-   ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */
+   ctx->Const.MaxVertexTextureImageUnits = intel->gen >= 6 ? BRW_MAX_TEX_UNIT
+                                                          : 0;
    ctx->Const.MaxCombinedTextureImageUnits =
       ctx->Const.MaxVertexTextureImageUnits +
       ctx->Const.MaxTextureImageUnits;
-- 
1.7.7.3

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