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glsl: Set gl_MaxVertexOutputs from VertexProgram.MaxOutputComponents etc
gl_MaxVertexOutputVectors => ctx->Const.VertexProgram.MaxOutputComponents gl_MaxFragmentInputVectors => ctx->Const.FragmentProgram.MaxInputComponents v2: Add types so that the code compiles. Pointed out by Brian. v3: Leave gl_MaxVaryingFloats et al. as-is. Suggested by Paul. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Brian Paul <brianp@vmware.com> [v2] Reviewed-by: Marek Olšák <marek.olsak@amd.com> [v2] Reviewed-by: Paul Berry <stereotype441@gmail.com> [v2]
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1 changed files with 2 additions and 2 deletions
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@ -497,9 +497,9 @@ builtin_variable_generator::generate_constants()
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*/
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if (state->is_version(0, 300)) {
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add_const("gl_MaxVertexOutputVectors",
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state->Const.MaxVaryingFloats / 4);
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state->ctx->Const.VertexProgram.MaxOutputComponents / 4);
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add_const("gl_MaxFragmentInputVectors",
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state->Const.MaxVaryingFloats / 4);
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state->ctx->Const.FragmentProgram.MaxInputComponents / 4);
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} else {
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add_const("gl_MaxVaryingVectors", state->Const.MaxVaryingFloats / 4);
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}
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