Have a correct answer to GL_MAX_FRAGMENT_UNIFORM_VECTORS and
GL_MAX_VERTEX_UNIFORM_VECTORS.
Signed-off-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Reviewed-by: Lucas Stach l.stach@pengutronix.de
case PIPE_SHADER_CAP_PREFERRED_IR:
return DBG_ENABLED(ETNA_DBG_NIR) ? PIPE_SHADER_IR_NIR : PIPE_SHADER_IR_TGSI;
case PIPE_SHADER_CAP_MAX_CONST_BUFFER_SIZE:
- return 4096;
+ return shader == PIPE_SHADER_FRAGMENT
+ ? screen->specs.max_ps_uniforms * sizeof(float[4])
+ : screen->specs.max_vs_uniforms * sizeof(float[4]);
case PIPE_SHADER_CAP_TGSI_DROUND_SUPPORTED:
case PIPE_SHADER_CAP_TGSI_DFRACEXP_DLDEXP_SUPPORTED:
case PIPE_SHADER_CAP_TGSI_LDEXP_SUPPORTED: