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>
This commit is contained in:
Iago Toral Quiroga
2017-06-16 12:05:20 +02:00
parent 4a7222518d
commit b70d6a2de1

View File

@@ -632,8 +632,16 @@ builtin_variable_generator::generate_constants()
add_const("gl_MaxDrawBuffers", state->Const.MaxDrawBuffers);
/* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
* GL counts them in units of "components" or "floats".
* GL counts them in units of "components" or "floats" and also in units
* of vectors since GL 4.1
*/
if (!state->es_shader) {
add_const("gl_MaxFragmentUniformComponents",
state->Const.MaxFragmentUniformComponents);
add_const("gl_MaxVertexUniformComponents",
state->Const.MaxVertexUniformComponents);
}
if (state->is_version(410, 100)) {
add_const("gl_MaxVertexUniformVectors",
state->Const.MaxVertexUniformComponents / 4);
@@ -661,16 +669,10 @@ builtin_variable_generator::generate_constants()
state->Const.MaxDualSourceDrawBuffers);
}
} else {
add_const("gl_MaxVertexUniformComponents",
state->Const.MaxVertexUniformComponents);
/* Note: gl_MaxVaryingFloats was deprecated in GLSL 1.30+, but not
* removed
*/
add_const("gl_MaxVaryingFloats", state->ctx->Const.MaxVarying * 4);
add_const("gl_MaxFragmentUniformComponents",
state->Const.MaxFragmentUniformComponents);
}
/* Texel offsets were introduced in ARB_shading_language_420pack (which