mesa: increase number of texture units to MAX_COMBINED_TEXTURE_IMAGE_UNITS
authorBrian Paul <brianp@vmware.com>
Wed, 3 Feb 2010 22:47:44 +0000 (15:47 -0700)
committerBrian Paul <brianp@vmware.com>
Wed, 3 Feb 2010 22:48:42 +0000 (15:48 -0700)
commitb2a30497cc8b107ea74c3d8fbb646e59a4d55a05
tree1d89d956ae90df4a63dd8167a2063ec8828afffd
parentea81daf9544205b892926bdbbcdfdfc63fd7d872
mesa: increase number of texture units to MAX_COMBINED_TEXTURE_IMAGE_UNITS

We were misinterpretting GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS previously.

It's the number of texture units for which we need to keep state; not
just the total number of texture units addressable by the vertex shader
plus fragment shader.

Since sw Mesa independently supports 16 texture units in vertex shaders
and 16 texture units in fragment shaders, the max combined units is 32.

Note that the docs for glActiveTexture() indicate the max legal unit is
MAX(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, MAX_TEXTURE_COORDS) - 1.

A new piglit test (texunits.c) tests the various texture unit limits.

I'm pretty sure I've got this all right now, but additional reviews
are welcome...
src/mesa/main/context.c
src/mesa/main/mtypes.h
src/mesa/main/texparam.c
src/mesa/main/texstate.c