return false;
}
+ if (state.num_shader_samplers >
+ ctx->Const.Program[shader_type].MaxTextureImageUnits) {
+ linker_error(prog, "Too many %s shader texture samplers\n",
+ _mesa_shader_stage_to_string(shader_type));
+ continue;
+ }
+
+ if (state.num_shader_images >
+ ctx->Const.Program[shader_type].MaxImageUniforms) {
+ linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
+ _mesa_shader_stage_to_string(shader_type),
+ state.num_shader_images,
+ ctx->Const.Program[shader_type].MaxImageUniforms);
+ continue;
+ }
+
sh->Program->SamplersUsed = state.shader_samplers_used;
sh->shadow_samplers = state.shader_shadow_samplers;
sh->Program->info.num_textures = state.num_shader_samplers;