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st/mesa: fix breakage from gl_constant::Program[] change
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parent
8668eaaa00
commit
d81d263eeb
1 changed files with 13 additions and 13 deletions
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@ -155,15 +155,15 @@ void st_init_limits(struct st_context *st)
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switch (sh) {
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switch (sh) {
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case PIPE_SHADER_FRAGMENT:
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case PIPE_SHADER_FRAGMENT:
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pc = &c->FragmentProgram;
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pc = &c->Program[MESA_SHADER_FRAGMENT];
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options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
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options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
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break;
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break;
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case PIPE_SHADER_VERTEX:
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case PIPE_SHADER_VERTEX:
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pc = &c->VertexProgram;
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pc = &c->Program[MESA_SHADER_VERTEX];
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options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX];
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options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX];
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break;
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break;
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case PIPE_SHADER_GEOMETRY:
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case PIPE_SHADER_GEOMETRY:
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pc = &c->GeometryProgram;
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pc = &c->Program[MESA_SHADER_GEOMETRY];
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options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY];
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options = &st->ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY];
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break;
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break;
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default:
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default:
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@ -245,21 +245,21 @@ void st_init_limits(struct st_context *st)
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/* This depends on program constants. */
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/* This depends on program constants. */
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c->MaxTextureCoordUnits
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c->MaxTextureCoordUnits
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= _min(c->FragmentProgram.MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
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= _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, MAX_TEXTURE_COORD_UNITS);
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c->MaxTextureUnits = _min(c->FragmentProgram.MaxTextureImageUnits, c->MaxTextureCoordUnits);
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c->MaxTextureUnits = _min(c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits, c->MaxTextureCoordUnits);
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c->VertexProgram.MaxAttribs = MIN2(c->VertexProgram.MaxAttribs, 16);
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c->Program[MESA_SHADER_VERTEX].MaxAttribs = MIN2(c->Program[MESA_SHADER_VERTEX].MaxAttribs, 16);
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/* PIPE_SHADER_CAP_MAX_INPUTS for the FS specifies the maximum number
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/* PIPE_SHADER_CAP_MAX_INPUTS for the FS specifies the maximum number
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* of inputs. It's always 2 colors + N generic inputs. */
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* of inputs. It's always 2 colors + N generic inputs. */
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c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
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c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
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PIPE_SHADER_CAP_MAX_INPUTS);
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PIPE_SHADER_CAP_MAX_INPUTS);
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c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
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c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
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c->FragmentProgram.MaxInputComponents = c->MaxVarying * 4;
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c->Program[MESA_SHADER_FRAGMENT].MaxInputComponents = c->MaxVarying * 4;
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c->VertexProgram.MaxOutputComponents = c->MaxVarying * 4;
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c->Program[MESA_SHADER_VERTEX].MaxOutputComponents = c->MaxVarying * 4;
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c->GeometryProgram.MaxInputComponents = c->MaxVarying * 4;
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c->Program[MESA_SHADER_GEOMETRY].MaxInputComponents = c->MaxVarying * 4;
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c->GeometryProgram.MaxOutputComponents = c->MaxVarying * 4;
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c->Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = c->MaxVarying * 4;
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c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
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c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
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c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
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c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);
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@ -284,9 +284,9 @@ void st_init_limits(struct st_context *st)
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c->UniformBufferOffsetAlignment =
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c->UniformBufferOffsetAlignment =
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screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
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screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
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c->MaxCombinedUniformBlocks = c->MaxUniformBufferBindings =
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c->MaxCombinedUniformBlocks = c->MaxUniformBufferBindings =
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c->VertexProgram.MaxUniformBlocks +
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c->Program[MESA_SHADER_VERTEX].MaxUniformBlocks +
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c->GeometryProgram.MaxUniformBlocks +
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c->Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks +
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c->FragmentProgram.MaxUniformBlocks;
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c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks;
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assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS);
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assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS);
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}
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}
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}
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}
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