prog->MaxTemps = MAX_PROGRAM_TEMPS;
prog->MaxEnvParams = MAX_PROGRAM_ENV_PARAMS;
prog->MaxLocalParams = MAX_PROGRAM_LOCAL_PARAMS;
- prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
prog->MaxAddressOffset = MAX_PROGRAM_LOCAL_PARAMS;
switch (type) {
prog->MaxParameters = MAX_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
+ prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
break;
case GL_FRAGMENT_PROGRAM_ARB:
prog->MaxParameters = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_FRAGMENT_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_FRAGMENT_PROGRAM_ADDRESS_REGS;
+ prog->MaxUniformComponents = 4 * MAX_UNIFORMS;
break;
case MESA_GEOMETRY_PROGRAM:
prog->MaxParameters = MAX_NV_VERTEX_PROGRAM_PARAMS;
prog->MaxAttribs = MAX_NV_VERTEX_PROGRAM_INPUTS;
prog->MaxAddressRegs = MAX_VERTEX_PROGRAM_ADDRESS_REGS;
-
- prog->MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
- prog->MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
- prog->MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
- prog->MaxGeometryUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
- prog->MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
- prog->MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
+ prog->MaxUniformComponents = MAX_GEOMETRY_UNIFORM_COMPONENTS;
break;
default:
assert(0 && "Bad program type in init_program_limits()");
ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxVarying = MAX_VARYING;
#endif
+#if FEATURE_ARB_geometry_shader4
+ ctx->Const.MaxGeometryTextureImageUnits = MAX_GEOMETRY_TEXTURE_IMAGE_UNITS;
+ ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
+ ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
+ ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
+ ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
+#endif
/* Shading language version */
if (ctx->API == API_OPENGL) {
/* GL_ARB_geometry_shader4 */
{ GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
- CONTEXT_INT(Const.GeometryProgram.MaxGeometryTextureImageUnits),
+ CONTEXT_INT(Const.MaxGeometryTextureImageUnits),
extra_ARB_geometry_shader4 },
{ GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
- CONTEXT_INT(Const.GeometryProgram.MaxGeometryOutputVertices),
+ CONTEXT_INT(Const.MaxGeometryOutputVertices),
extra_ARB_geometry_shader4 },
{ GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
- CONTEXT_INT(Const.GeometryProgram.MaxGeometryTotalOutputComponents),
+ CONTEXT_INT(Const.MaxGeometryTotalOutputComponents),
extra_ARB_geometry_shader4 },
{ GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
- CONTEXT_INT(Const.GeometryProgram.MaxGeometryUniformComponents),
+ CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents),
extra_ARB_geometry_shader4 },
{ GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
- CONTEXT_INT(Const.GeometryProgram.MaxGeometryVaryingComponents),
+ CONTEXT_INT(Const.MaxGeometryVaryingComponents),
extra_ARB_geometry_shader4 },
{ GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
- CONTEXT_INT(Const.GeometryProgram.MaxVertexVaryingComponents),
+ CONTEXT_INT(Const.MaxVertexVaryingComponents),
extra_ARB_geometry_shader4 },
/* GL_EXT_gpu_shader4 / GL 3.0 */
/**
- * Limits for vertex and fragment programs/shaders.
+ * Limits for vertex, geometry and fragment programs/shaders.
*/
struct gl_program_constants
{
GLuint MaxNativeAddressRegs;
GLuint MaxNativeParameters;
/* For shaders */
- GLuint MaxUniformComponents;
- /* GL_ARB_geometry_shader4 */
- GLuint MaxGeometryTextureImageUnits;
- GLuint MaxGeometryVaryingComponents;
- GLuint MaxVertexVaryingComponents;
- GLuint MaxGeometryUniformComponents;
- GLuint MaxGeometryOutputVertices;
- GLuint MaxGeometryTotalOutputComponents;
+ GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
/* ES 2.0 and GL_ARB_ES2_compatibility */
struct gl_precision LowFloat, MediumFloat, HighFloat;
struct gl_precision LowInt, MediumInt, HighInt;
GLuint MaxTextureImageUnits;
GLuint MaxVertexTextureImageUnits;
GLuint MaxCombinedTextureImageUnits;
+ GLuint MaxGeometryTextureImageUnits;
GLuint MaxTextureUnits; /**< = MIN(CoordUnits, ImageUnits) */
GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
- GLuint MaxVarying; /**< Number of float[4] varying parameters */
+ /** Number of varying vectors between vertex and fragment shaders */
+ GLuint MaxVarying;
+ GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
+ GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
+
+ /** GL_ARB_geometry_shader4 */
+ GLuint MaxGeometryOutputVertices;
+ GLuint MaxGeometryTotalOutputComponents;
GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
switch (pname) {
case GL_GEOMETRY_VERTICES_OUT_ARB:
if (value < 1 ||
- (unsigned) value > ctx->Const.GeometryProgram.MaxGeometryOutputVertices) {
+ (unsigned) value > ctx->Const.MaxGeometryOutputVertices) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glProgramParameteri(GL_GEOMETRY_VERTICES_OUT_ARB=%d",
value);
break;
case MESA_GEOMETRY_PROGRAM:
if (_mesa_bitcount(prog->SamplersUsed) >
- ctx->Const.GeometryProgram.MaxGeometryTextureImageUnits) {
+ ctx->Const.MaxGeometryTextureImageUnits) {
fail_link(shader_program, "Too many geometry shader texture samplers");
}
if (prog->Parameters->NumParameters >