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 <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
---
src/mesa/drivers/dri/i965/brw_context.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_context.c
b/src/mesa/drivers/dri/i965/brw_context.c
index faa02bf..5e9cb1f 100644
--- a/src/mesa/drivers/dri/i965/brw_context.c
+++ b/src/mesa/drivers/dri/i965/brw_context.c
@@ -159,7 +159,7 @@ brwCreateContext(int api,
ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
ctx->Const.MaxTextureImageUnits);
- ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */
+ ctx->Const.MaxVertexTextureImageUnits = BRW_MAX_TEX_UNIT;
ctx->Const.MaxCombinedTextureImageUnits =
ctx->Const.MaxVertexTextureImageUnits +
ctx->Const.MaxTextureImageUnits;
--
1.7.7.3
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