The GLSL 4.1 spec adds:
gl_MaxVertexUniformVectors
gl_MaxFragmentUniformVectors
gl_MaxVaryingVectors
This fixes:
GL45-CTS.gtf31.GL3Tests.uniform_buffer_object.uniform_buffer_object_build_in_constants
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Cc: "12.0 11.2" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
/* Max uniforms/varyings: GLSL ES counts these in units of vectors; desktop
* GL counts them in units of "components" or "floats".
*/
- if (state->es_shader) {
+ if (state->is_version(410, 100)) {
add_const("gl_MaxVertexUniformVectors",
state->Const.MaxVertexUniformComponents / 4);
add_const("gl_MaxFragmentUniformVectors",