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Commit 8ba15700 authored by Ian Romanick's avatar Ian Romanick
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i915: Only allow 8 vertex texture units


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: default avatarIan Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=74071


Cc: "10.1" <mesa-stable@lists.freedesktop.org>
Reviewed-by: default avatarMatt Turner <mattst88@gmail.com>
parent 59989a4a
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...@@ -193,6 +193,7 @@ i915CreateContext(int api, ...@@ -193,6 +193,7 @@ i915CreateContext(int api,
ctx->Const.MaxTextureUnits = I915_TEX_UNITS; ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = 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.MaxTextureCoordUnits = I915_TEX_UNITS;
ctx->Const.MaxVarying = I915_TEX_UNITS; ctx->Const.MaxVarying = I915_TEX_UNITS;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents =
......
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