i965: Advertise our vertex shader texture units.
Previously, we advertised 0 VS texture units. Now that we have proper support for using the sampling engine in the VS, we can advertise 16, which is conveniently the number required for OpenGL 3.0. v2: Enable on Gen4. I hacked up my tests to not use flat ivec varyings and they pass. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@ -159,7 +159,7 @@ brwCreateContext(int api,
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ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
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ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
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ctx->Const.MaxTextureImageUnits);
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ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */
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ctx->Const.MaxVertexTextureImageUnits = BRW_MAX_TEX_UNIT;
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ctx->Const.MaxCombinedTextureImageUnits =
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ctx->Const.MaxVertexTextureImageUnits +
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ctx->Const.MaxTextureImageUnits;
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