Update to number of allowed shader inputs/outputs for OpenGL ES 3 Because of the 3 reserved uniforms used for gl_DepthRange, the number of uniforms allowed in fragment and vertex shaders was too small by 3, so their allowed number was increased by 3. As for attributes and varyings, their numbers needed to be increased in order to pass all OpenGL ES 3.0 dEQP tests. Change-Id: I6527334e1503c08281303915654087cbac8089a0 Reviewed-on: https://swiftshader-review.googlesource.com/4034 Tested-by: Alexis Hétu <sugoi@google.com> Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Main/Config.hpp b/src/Main/Config.hpp index 8e4943b..66331c7 100644 --- a/src/Main/Config.hpp +++ b/src/Main/Config.hpp
@@ -86,11 +86,11 @@ TEXTURE_IMAGE_UNITS = 16, VERTEX_TEXTURE_IMAGE_UNITS = 16, TOTAL_IMAGE_UNITS = TEXTURE_IMAGE_UNITS + VERTEX_TEXTURE_IMAGE_UNITS, - FRAGMENT_UNIFORM_VECTORS = 224, - VERTEX_UNIFORM_VECTORS = 256, - MAX_VERTEX_INPUTS = 16, - MAX_VERTEX_OUTPUTS = 22, - MAX_FRAGMENT_INPUTS = 20, + FRAGMENT_UNIFORM_VECTORS = 227, + VERTEX_UNIFORM_VECTORS = 259, + MAX_VERTEX_INPUTS = 32, + MAX_VERTEX_OUTPUTS = 34, + MAX_FRAGMENT_INPUTS = 32, MAX_FRAGMENT_UNIFORM_BLOCKS = 12, MAX_VERTEX_UNIFORM_BLOCKS = 12, MAX_UNIFORM_BUFFER_BINDINGS = MAX_FRAGMENT_UNIFORM_BLOCKS + MAX_VERTEX_UNIFORM_BLOCKS, // Limited to 127 by SourceParameter.bufferIndex in Shader.hpp