glsl: Set VertexProgram.MaxOutputComponents and FragmentProgram.MaxInputComponents...
authorIan Romanick <ian.d.romanick@intel.com>
Tue, 10 Sep 2013 16:34:11 +0000 (11:34 -0500)
committerIan Romanick <ian.d.romanick@intel.com>
Thu, 19 Sep 2013 22:14:49 +0000 (17:14 -0500)
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
src/glsl/standalone_scaffolding.cpp

index 11cd6cdc02d1e50b7cffaad3af2359c3ac5dbb9e..6dec205f7ab070431962957e08a3b006bf861ecc 100644 (file)
@@ -116,11 +116,13 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
    ctx->Const.VertexProgram.MaxAttribs = 16;
 
    ctx->Const.VertexProgram.MaxUniformComponents = 512;
+   ctx->Const.VertexProgram.MaxOutputComponents = 32;
    ctx->Const.MaxVarying = 8; /* == gl_MaxVaryingFloats / 4 */
    ctx->Const.VertexProgram.MaxTextureImageUnits = 0;
    ctx->Const.MaxCombinedTextureImageUnits = 2;
    ctx->Const.FragmentProgram.MaxTextureImageUnits = 2;
    ctx->Const.FragmentProgram.MaxUniformComponents = 64;
+   ctx->Const.FragmentProgram.MaxInputComponents = 32;
 
    ctx->Const.MaxDrawBuffers = 1;