[Mesa-dev] [PATCH 1/3] glsl: Count builtin uniforms against uniform component limits.

Eric Anholt eric at anholt.net
Mon Aug 27 10:49:41 PDT 2012


We don't fully process the builtin uniforms, but at least
num_uniform_components reflects reality now.
---
 src/glsl/link_uniforms.cpp |    5 ++++-
 1 file changed, 4 insertions(+), 1 deletion(-)

diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index eef9025..aa8a8b3 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -572,8 +572,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
 
 	 /* FINISHME: Update code to process built-in uniforms!
 	  */
-	 if (strncmp("gl_", var->name, 3) == 0)
+	 if (strncmp("gl_", var->name, 3) == 0) {
+	    uniform_size.num_shader_uniform_components +=
+	       var->type->component_slots();
 	    continue;
+	 }
 
 	 uniform_size.process(var);
       }
-- 
1.7.10.4



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