glsl: Count shader inputs and outputs separately
authorIan Romanick <ian.d.romanick@intel.com>
Tue, 10 Sep 2013 17:00:34 +0000 (12:00 -0500)
committerIan Romanick <ian.d.romanick@intel.com>
Mon, 7 Oct 2013 16:59:23 +0000 (09:59 -0700)
commit42305fb50256c12b8e7a516115e72ae7089ccd1b
tree5017a6d92aeba57f0351c88beecee51e4822a010
parentd4b5bc62af3e3e6652801bf1b6377fd46c11f59c
glsl: Count shader inputs and outputs separately

Starting with OpenGL 3.2 input limits and output limits for stages may
not match.  This means they need to be accounted separately.

No piglit regressions.

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>
src/glsl/link_varyings.cpp
src/glsl/link_varyings.h
src/glsl/linker.cpp