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