glsl: Count builtin uniforms against uniform component limits.

We don't fully process the builtin uniforms, but at least
num_uniform_components reflects reality now.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Eric Anholt 2012-08-27 09:48:34 -07:00
parent 30b303743d
commit 5bb94f2bc4

View file

@ -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);
}