MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
ctx->Const.FragmentProgram.MaxEnvParams);
+ /* Fragment shaders use real, 32-bit twos-complement integers for all
+ * integer types.
+ */
+ ctx->FragmentProgram.LowInt.RangeMin = 31;
+ ctx->FragmentProgram.LowInt.RangeMax = 30;
+ ctx->FragmentProgram.LowInt.Precision = 0;
+ ctx->FragmentProgram.HighInt = ctx->FragmentProgram.MediumInt
+ = ctx->FragmentProgram.LowInt;
+
/* Gen6 converts quads to polygon in beginning of 3D pipeline,
but we're not sure how it's actually done for vertex order,
that affect provoking vertex decision. Always use last vertex