Up until now, we've been letting core Mesa initialize it to 36 for us
(which is presumably BRW_MAX_UBO (12) * (VS+GS+FS stages -> 3)).
With compute and tessellation, we need to increase this.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
ctx->Const.MaxUniformBufferBindings = num_stages * BRW_MAX_UBO;
+ ctx->Const.MaxCombinedUniformBlocks = num_stages * BRW_MAX_UBO;
ctx->Const.MaxCombinedAtomicBuffers = num_stages * BRW_MAX_ABO;
ctx->Const.MaxCombinedShaderStorageBlocks = num_stages * BRW_MAX_SSBO;
ctx->Const.MaxShaderStorageBufferBindings = num_stages * BRW_MAX_SSBO;