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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev