glsl: handle max uniform limits with lower_const_arrays_to_uniforms
Fixes arb_tessellation_shader-large-uniforms Piglit test. Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -140,7 +140,7 @@ bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
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exec_list *instructions, bool lower_input, bool lower_output,
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bool lower_temp, bool lower_uniform);
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bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
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bool lower_const_arrays_to_uniforms(exec_list *instructions, unsigned stage);
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bool lower_const_arrays_to_uniforms(exec_list *instructions, unsigned stage, unsigned max_uniform_components);
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bool lower_clip_cull_distance(struct gl_shader_program *prog,
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gl_linked_shader *shader);
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void lower_output_reads(unsigned stage, exec_list *instructions);
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