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/4034Tested-by:Alexis Hétu <sugoi@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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| Config.hpp | Loading commit data... | |
| FrameBuffer.cpp | Loading commit data... | |
| FrameBuffer.hpp | Loading commit data... | |
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| FrameBufferDD.cpp | Loading commit data... | |
| FrameBufferDD.hpp | Loading commit data... | |
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| FrameBufferGDI.hpp | Loading commit data... | |
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| FrameBufferX11.hpp | Loading commit data... | |
| SwiftConfig.cpp | Loading commit data... | |
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