mesa: move max texture image unit constants to gl_program_constants
Const.MaxTextureImageUnits -> Const.FragmentProgram.MaxTextureImageUnits Const.MaxVertexTextureImageUnits -> Const.VertexProgram.MaxTextureImageUnits etc. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -90,12 +90,12 @@ void st_init_limits(struct st_context *st)
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c->MaxArrayTextureLayers
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= screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_ARRAY_LAYERS);
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c->MaxTextureImageUnits
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c->FragmentProgram.MaxTextureImageUnits
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= _min(screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
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PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
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MAX_TEXTURE_IMAGE_UNITS);
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c->MaxVertexTextureImageUnits
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c->VertexProgram.MaxTextureImageUnits
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= _min(screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
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PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS),
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MAX_TEXTURE_IMAGE_UNITS);
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@@ -105,9 +105,9 @@ void st_init_limits(struct st_context *st)
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MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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c->MaxTextureCoordUnits
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= _min(c->MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
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= _min(c->FragmentProgram.MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
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c->MaxTextureUnits = _min(c->MaxTextureImageUnits, c->MaxTextureCoordUnits);
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c->MaxTextureUnits = _min(c->FragmentProgram.MaxTextureImageUnits, c->MaxTextureCoordUnits);
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/* Define max viewport size and max renderbuffer size in terms of
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* max texture size (note: max tex RECT size = max tex 2D size).
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