[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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