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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