Validate the number of uniform vectors.
TRAC #22571
Signed-off-by: Geoff Lang
Signed-off-by: Shannon Woods
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1928 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 84d9cbb..66a2838 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -2086,21 +2086,31 @@
return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
}
-int Renderer11::getMaxVertexUniformVectors() const
+unsigned int Renderer11::getReservedVertexUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getReservedFragmentUniformVectors() const
+{
+ return 0; // Driver uniforms are stored in a separate constant buffer
+}
+
+unsigned int Renderer11::getMaxVertexUniformVectors() const
{
META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
}
-int Renderer11::getMaxFragmentUniformVectors() const
+unsigned int Renderer11::getMaxFragmentUniformVectors() const
{
META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
}
-int Renderer11::getMaxVaryingVectors() const
+unsigned int Renderer11::getMaxVaryingVectors() const
{
META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
switch (mFeatureLevel)