[Mesa-dev] [PATCH] glsl: gl_Max{Vertex, Fragment}UniformComponents exist in all desktop GL versions
Andres Gomez
agomez at igalia.com
Thu Jul 6 13:45:49 UTC 2017
It looks like we could want this into -stable (?)
On Fri, 2017-06-16 at 12:05 +0200, Iago Toral Quiroga wrote:
> 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.
> ---
> 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 405502e..19d427e 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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