glsl: Set VertexProgram.MaxOutputComponents and FragmentProgram.MaxInputComponents in standalone scaffolding

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
Ian Romanick 2013-09-10 11:34:11 -05:00
parent be8963a18f
commit b4cf56cdf8

View file

@ -116,11 +116,13 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
ctx->Const.VertexProgram.MaxAttribs = 16;
ctx->Const.VertexProgram.MaxUniformComponents = 512;
ctx->Const.VertexProgram.MaxOutputComponents = 32;
ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
ctx->Const.VertexProgram.MaxTextureImageUnits = 0;
ctx->Const.MaxCombinedTextureImageUnits = 2;
ctx->Const.FragmentProgram.MaxTextureImageUnits = 2;
ctx->Const.FragmentProgram.MaxUniformComponents = 64;
ctx->Const.FragmentProgram.MaxInputComponents = 32;
ctx->Const.MaxDrawBuffers = 1;