mesa: test against MaxUniformComponents in check_resources()

Since we're compiling/linking GLSL shaders we should check against
the shader uniform limits, not the legacy vertex/fragment program
parameter limits which are usually lower.
This commit is contained in:
Brian Paul 2011-03-11 10:03:40 -07:00
parent e0e94026a0
commit d7db14ab7d

View file

@ -2454,7 +2454,7 @@ check_resources(const struct gl_context *ctx,
fail_link(shader_program, "Too many vertex shader texture samplers");
}
if (prog->Parameters->NumParameters >
ctx->Const.VertexProgram.MaxParameters) {
ctx->Const.VertexProgram.MaxUniformComponents / 4) {
fail_link(shader_program, "Too many vertex shader constants");
}
break;
@ -2464,7 +2464,7 @@ check_resources(const struct gl_context *ctx,
fail_link(shader_program, "Too many geometry shader texture samplers");
}
if (prog->Parameters->NumParameters >
ctx->Const.GeometryProgram.MaxParameters) {
ctx->Const.GeometryProgram.MaxUniformComponents / 4) {
fail_link(shader_program, "Too many geometry shader constants");
}
break;
@ -2474,7 +2474,7 @@ check_resources(const struct gl_context *ctx,
fail_link(shader_program, "Too many fragment shader texture samplers");
}
if (prog->Parameters->NumParameters >
ctx->Const.FragmentProgram.MaxParameters) {
ctx->Const.FragmentProgram.MaxUniformComponents / 4) {
fail_link(shader_program, "Too many fragment shader constants");
}
break;