add_const("gl_MaxImageUnits",
state->Const.MaxImageUnits);
add_const("gl_MaxCombinedImageUnitsAndFragmentOutputs",
- state->Const.MaxCombinedImageUnitsAndFragmentOutputs);
+ state->Const.MaxCombinedShaderOutputResources);
add_const("gl_MaxImageSamples",
state->Const.MaxImageSamples);
add_const("gl_MaxVertexImageUniforms",
this->Const.MaxComputeWorkGroupSize[i] = ctx->Const.MaxComputeWorkGroupSize[i];
this->Const.MaxImageUnits = ctx->Const.MaxImageUnits;
- this->Const.MaxCombinedImageUnitsAndFragmentOutputs = ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs;
+ this->Const.MaxCombinedShaderOutputResources = ctx->Const.MaxCombinedShaderOutputResources;
this->Const.MaxImageSamples = ctx->Const.MaxImageSamples;
this->Const.MaxVertexImageUniforms = ctx->Const.Program[MESA_SHADER_VERTEX].MaxImageUniforms;
this->Const.MaxTessControlImageUniforms = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxImageUniforms;
/* ARB_shader_image_load_store */
unsigned MaxImageUnits;
- unsigned MaxCombinedImageUnitsAndFragmentOutputs;
+ unsigned MaxCombinedShaderOutputResources;
unsigned MaxImageSamples;
unsigned MaxVertexImageUniforms;
unsigned MaxTessControlImageUniforms;
linker_error(prog, "Too many combined image uniforms\n");
if (total_image_units + fragment_outputs >
- ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs)
+ ctx->Const.MaxCombinedShaderOutputResources)
linker_error(prog, "Too many combined image uniforms and fragment outputs\n");
}
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms =
BRW_MAX_IMAGES;
ctx->Const.MaxImageUnits = MAX_IMAGE_UNITS;
- ctx->Const.MaxCombinedImageUnitsAndFragmentOutputs =
+ ctx->Const.MaxCombinedShaderOutputResources =
MAX_IMAGE_UNITS + BRW_MAX_DRAW_BUFFERS;
ctx->Const.MaxImageSamples = 0;
ctx->Const.MaxCombinedImageUniforms = 3 * BRW_MAX_IMAGES;
[ "MAX_VERTEX_ATTRIB_BINDINGS", "CONTEXT_ENUM(Const.MaxVertexAttribBindings), NO_EXTRA" ],
# GL_ARB_shader_image_load_store
- [ "MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS", "CONTEXT_INT(Const.MaxCombinedImageUnitsAndFragmentOutputs), extra_ARB_shader_image_load_store" ],
+ [ "MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS", "CONTEXT_INT(Const.MaxCombinedShaderOutputResources), extra_ARB_shader_image_load_store" ],
[ "MAX_IMAGE_SAMPLES", "CONTEXT_INT(Const.MaxImageSamples), extra_ARB_shader_image_load_store" ],
[ "MAX_GEOMETRY_IMAGE_UNIFORMS", "CONTEXT_INT(Const.Program[MESA_SHADER_GEOMETRY].MaxImageUniforms), extra_ARB_shader_image_load_store_and_geometry_shader"],
/* GL_ARB_shader_image_load_store */
GLuint MaxImageUnits;
- GLuint MaxCombinedImageUnitsAndFragmentOutputs;
+ GLuint MaxCombinedShaderOutputResources;
GLuint MaxImageSamples;
GLuint MaxCombinedImageUniforms;