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" <mesa-sta...@lists.freedesktop.org>
---
 src/mesa/main/context.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c
index d005d23..8cbc935 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;
-- 
1.8.4.2

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