Mesa (master): glsl: gl_Max{Vertex, Fragment}UniformComponents exist in all desktop GL versions
Iago Toral Quiroga
itoral at kemper.freedesktop.org
Mon Jun 19 12:48:58 UTC 2017
Module: Mesa
Branch: master
Commit: b70d6a2de1c90409c7a2e0d6484f350558f5c2ac
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=b70d6a2de1c90409c7a2e0d6484f350558f5c2ac
Author: Iago Toral Quiroga <itoral at igalia.com>
Date: Fri Jun 16 12:05:20 2017 +0200
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 at amd.com>
---
src/compiler/glsl/builtin_variables.cpp | 16 +++++++++-------
1 file changed, 9 insertions(+), 7 deletions(-)
diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp
index 405502eb8a..19d427e4bc 100644
--- a/src/compiler/glsl/builtin_variables.cpp
+++ b/src/compiler/glsl/builtin_variables.cpp
@@ -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
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