On Mon, Jan 19, 2015 at 12:32 PM, Eduardo Lima Mitev <el...@igalia.com> wrote: > From: Iago Toral Quiroga <ito...@igalia.com> > > Fixes the following 2 dEQP tests: > dEQP-GLES3.functional.shaders.keywords.invalid_identifiers.max_length_vertex > dEQP-GLES3.functional.shaders.keywords.invalid_identifiers.max_length_fragment > --- > src/glsl/glsl_parser.yy | 7 +++++++ > 1 file changed, 7 insertions(+) > > diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy > index 7fb8c38..165419c 100644 > --- a/src/glsl/glsl_parser.yy > +++ b/src/glsl/glsl_parser.yy > @@ -362,6 +362,13 @@ any_identifier: > IDENTIFIER > | TYPE_IDENTIFIER > | NEW_IDENTIFIER > + { > + if (state->es_shader && strlen($1) > 1024) { > + _mesa_glsl_error(& @1, state, > + "Identifier `%s' exceeds " > + "1024 characters", $1); > + } > + }
The limit of 1024 characters for identifiers is only specified for OpenGL ES Shading Language versions 3.00 and up, not for version 1.00 as OpenGL ES 2.0 uses. Perhaps a spec bug? _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev