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author | Paul Berry <stereotype441@gmail.com> | 2013-11-13 14:24:09 -0800 |
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committer | Ian Romanick <ian.d.romanick@intel.com> | 2013-11-15 13:39:40 -0800 |
commit | 53e681f2fed2ca1f9e288b776d6d74186b988d4f (patch) | |
tree | 1eb8e8d2a0e5b010e1f20aecc402de7fde27a3cb /src/mesa/gl.pc.in | |
parent | 10c25e58cab58acceee36baa46d1cacf0172a4d6 (diff) |
main: Fix MaxUniformComponents for geometry shaders.
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-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
(cherry picked from commit 46e9f78efcb6ccc25ea59d83624aaa5077254a85)
Diffstat (limited to 'src/mesa/gl.pc.in')
0 files changed, 0 insertions, 0 deletions