}
/* FINISHME: The size of this array is implementation dependent based on the
- * FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be
- * FINISHME: at least 2, so hard-code 2 for now.
+ * FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
+ * FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4
+ * FINISHME: for now.
*/
const glsl_type *const mat4_array_type =
- glsl_type::get_array_instance(glsl_type::mat4_type, 2);
+ glsl_type::get_array_instance(glsl_type::mat4_type, 4);
add_variable("gl_TextureMatrix", ir_var_uniform, mat4_array_type,
instructions, symtab);
generate_110_uniforms(instructions, symtab);
/* FINISHME: The size of this array is implementation dependent based on the
- * FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be
- * FINISHME: at least 2, so hard-code 2 for now.
+ * FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
+ * FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4
+ * FINISHME: for now.
*/
const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 2);
+ glsl_type::get_array_instance(glsl_type::vec4_type, 4);
add_variable("gl_TexCoord", ir_var_out, vec4_array_type, instructions,
symtab);
generate_110_uniforms(instructions, symtab);
/* FINISHME: The size of this array is implementation dependent based on the
- * FINISHME: value of GL_MAX_TEXTURE_COORDS. GL_MAX_TEXTURE_COORDS must be
- * FINISHME: at least 2, so hard-code 2 for now.
+ * FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
+ * FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4
+ * FINISHME: for now.
*/
const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 2);
+ glsl_type::get_array_instance(glsl_type::vec4_type, 4);
add_variable("gl_TexCoord", ir_var_in, vec4_array_type, instructions,
symtab);