From: Ian Romanick <[email protected]>

There's no reason to have more vertex texture units than fragment
texture units on this hardware.  Since increasing the default maximum
number of texture units from 16 to 32, this has triggered some segfault
in i915 driver.  There's probably some array or bitfield that isn't
properly sized now.  This really papers over the bug, but I don't think
I'll lose any sleep over that.

Signed-off-by: Ian Romanick <[email protected]>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74071
Cc: "10.1" <[email protected]>
---
 src/mesa/drivers/dri/i915/i915_context.c | 1 +
 1 file changed, 1 insertion(+)

diff --git a/src/mesa/drivers/dri/i915/i915_context.c 
b/src/mesa/drivers/dri/i915/i915_context.c
index 7378fc3..ebcab94 100644
--- a/src/mesa/drivers/dri/i915/i915_context.c
+++ b/src/mesa/drivers/dri/i915/i915_context.c
@@ -193,6 +193,7 @@ i915CreateContext(int api,
 
    ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
    ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 
I915_TEX_UNITS;
+   ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = 
I915_TEX_UNITS;
    ctx->Const.MaxTextureCoordUnits = I915_TEX_UNITS;
    ctx->Const.MaxVarying = I915_TEX_UNITS;
    ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents =
-- 
1.8.1.4

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