For both vertex and fragment shaders we default MaxUniformComponents
to 4 * MAX_UNIFORMS. It makes sense to do this for geometry shaders
too; if back-ends have different limits they can override them as
necessary.
Fixes piglit test:
spec/glsl-1.50/built-in constants/gl_MaxGeometryUniformComponents
Cc: "10.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chad Versace <chad.versace@linux.intel.com>
prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_VERTEX_GENERIC_ATTRIBS;
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
- prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
+ prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
prog->MaxInputComponents = 16 * 4; /* old limit not to break tnl and swrast */
prog->MaxOutputComponents = 16 * 4; /* old limit not to break tnl and swrast */
break;