[Mesa-dev] [PATCH 1/4] glsl: Count builtin uniforms against uniform component limits.
Eric Anholt
eric at anholt.net
Fri Aug 31 15:05:47 PDT 2012
We don't fully process the builtin uniforms, but at least
num_uniform_components reflects reality now.
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
---
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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