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]
This commit is contained in:
Ian Romanick 2013-09-10 12:13:04 -05:00
parent 42305fb502
commit 7db50171be

View file

@ -497,9 +497,9 @@ builtin_variable_generator::generate_constants()
*/
if (state->is_version(0, 300)) {
add_const("gl_MaxVertexOutputVectors",
state->Const.MaxVaryingFloats / 4);
state->ctx->Const.VertexProgram.MaxOutputComponents / 4);
add_const("gl_MaxFragmentInputVectors",
state->Const.MaxVaryingFloats / 4);
state->ctx->Const.FragmentProgram.MaxInputComponents / 4);
} else {
add_const("gl_MaxVaryingVectors", state->Const.MaxVaryingFloats / 4);
}