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