c->Program[MESA_SHADER_TESS_CTRL].MaxTextureImageUnits +
c->Program[MESA_SHADER_TESS_EVAL].MaxTextureImageUnits +
c->Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits +
- c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits +
- c->Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits,
+ c->Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits,
MAX_COMBINED_TEXTURE_IMAGE_UNITS);
/* This depends on program constants. */
c->Program[MESA_SHADER_TESS_CTRL].MaxUniformBlocks +
c->Program[MESA_SHADER_TESS_EVAL].MaxUniformBlocks +
c->Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks +
- c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks +
- c->Program[MESA_SHADER_COMPUTE].MaxUniformBlocks;
+ c->Program[MESA_SHADER_FRAGMENT].MaxUniformBlocks,
assert(c->MaxCombinedUniformBlocks <= MAX_COMBINED_UNIFORM_BUFFERS);
}
c->Program[MESA_SHADER_TESS_CTRL].MaxImageUniforms +
c->Program[MESA_SHADER_TESS_EVAL].MaxImageUniforms +
c->Program[MESA_SHADER_GEOMETRY].MaxImageUniforms +
- c->Program[MESA_SHADER_FRAGMENT].MaxImageUniforms +
- c->Program[MESA_SHADER_COMPUTE].MaxImageUniforms;
+ c->Program[MESA_SHADER_FRAGMENT].MaxImageUniforms;
c->MaxCombinedShaderOutputResources += c->MaxCombinedImageUniforms;
c->MaxImageUnits = MAX_IMAGE_UNITS;
if (c->MaxCombinedImageUniforms) {