glsl: gl_Max{Vertex,Fragment}UniformComponents exist in all desktop GL versions
The current implementation assumed that these were replaced in GLSL >= 4.10 by gl_Max{Vertex,Fragment}UniformVectors, however this is not true: both built-ins should be produced from GLSL 4.10 onwards. This was raised by new CTS tests that are in development. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -632,8 +632,16 @@ builtin_variable_generator::generate_constants()
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add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
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/* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
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* GL counts them in units of "components" or "floats".
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* GL counts them in units of "components" or "floats" and also in units
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* of vectors since GL 4.1
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*/
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if (!state->es_shader) {
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add_const("gl_MaxFragmentUniformComponents",
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state->Const.MaxFragmentUniformComponents);
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add_const("gl_MaxVertexUniformComponents",
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state->Const.MaxVertexUniformComponents);
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}
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if (state->is_version(410, 100)) {
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add_const("gl_MaxVertexUniformVectors",
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state->Const.MaxVertexUniformComponents / 4);
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@@ -661,16 +669,10 @@ builtin_variable_generator::generate_constants()
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state->Const.MaxDualSourceDrawBuffers);
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}
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} else {
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add_const("gl_MaxVertexUniformComponents",
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state->Const.MaxVertexUniformComponents);
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/* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
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* removed
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*/
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add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
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add_const("gl_MaxFragmentUniformComponents",
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state->Const.MaxFragmentUniformComponents);
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}
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/* Texel offsets were introduced in ARB_shading_language_420pack (which
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