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glsl/standalone: initialize MaxUserAssignableUniformLocations
author
Rob Clark
<robclark@freedesktop.org>
Fri, 24 Jun 2016 19:11:02 +0000
(15:11 -0400)
committer
Rob Clark
<robdclark@gmail.com>
Sat, 2 Jul 2016 13:00:19 +0000
(09:00 -0400)
Signed-off-by: Rob Clark <robclark@freedesktop.org>
src/compiler/glsl/standalone.cpp
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diff --git
a/src/compiler/glsl/standalone.cpp
b/src/compiler/glsl/standalone.cpp
index 760fe8f01b53bb51f3f3d4859c6bbfedb78cbcd2..88fe5fde09611a6c8ee0d694522be198ce50c225 100644
(file)
--- a/
src/compiler/glsl/standalone.cpp
+++ b/
src/compiler/glsl/standalone.cpp
@@
-222,6
+222,10
@@
initialize_context(struct gl_context *ctx, gl_api api)
ctx->Const.GenerateTemporaryNames = true;
ctx->Const.MaxPatchVertices = 32;
+ /* GL_ARB_explicit_uniform_location, GL_MAX_UNIFORM_LOCATIONS */
+ ctx->Const.MaxUserAssignableUniformLocations =
+ 4 * MESA_SHADER_STAGES * MAX_UNIFORMS;
+
ctx->Driver.NewShader = _mesa_new_linked_shader;
}