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.
v2: Enable on Gen4. I hacked up my tests to not use flat ivec varyings and they pass. Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> Reviewed-by: Eric Anholt <e...@anholt.net> --- src/mesa/drivers/dri/i965/brw_context.c | 2 +- 1 files changed, 1 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..5e9cb1f 100644 --- a/src/mesa/drivers/dri/i965/brw_context.c +++ b/src/mesa/drivers/dri/i965/brw_context.c @@ -159,7 +159,7 @@ 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 = BRW_MAX_TEX_UNIT; ctx->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxVertexTextureImageUnits + ctx->Const.MaxTextureImageUnits; -- 1.7.7.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev