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wine
wine-winehq
Commits
0170cc42
Commit
0170cc42
authored
Feb 27, 2007
by
H. Verbeet
Committed by
Alexandre Julliard
Feb 28, 2007
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Plain Diff
wined3d: Boolean constants use up only a single uniform each.
parent
b299395f
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directx.c
dlls/wined3d/directx.c
+2
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dlls/wined3d/directx.c
View file @
0170cc42
...
@@ -285,7 +285,7 @@ void select_shader_max_constants(
...
@@ -285,7 +285,7 @@ void select_shader_max_constants(
switch
(
vs_selected_mode
)
{
switch
(
vs_selected_mode
)
{
case
SHADER_GLSL
:
case
SHADER_GLSL
:
/* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
/* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
gl_info
->
max_vshader_constantsF
=
gl_info
->
vs_glsl_constantsF
-
MAX_CONST_B
-
MAX_CONST_I
-
1
;
gl_info
->
max_vshader_constantsF
=
gl_info
->
vs_glsl_constantsF
-
(
MAX_CONST_B
/
4
)
-
MAX_CONST_I
-
1
;
break
;
break
;
case
SHADER_ARB
:
case
SHADER_ARB
:
/* We have to subtract any other PARAMs that we might use in our shader programs.
/* We have to subtract any other PARAMs that we might use in our shader programs.
...
@@ -308,7 +308,7 @@ void select_shader_max_constants(
...
@@ -308,7 +308,7 @@ void select_shader_max_constants(
* that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
* that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
* and lets not take away a uniform needlessly from all other shaders.
* and lets not take away a uniform needlessly from all other shaders.
*/
*/
gl_info
->
max_pshader_constantsF
=
gl_info
->
ps_glsl_constantsF
-
MAX_CONST_B
-
MAX_CONST_I
;
gl_info
->
max_pshader_constantsF
=
gl_info
->
ps_glsl_constantsF
-
(
MAX_CONST_B
/
4
)
-
MAX_CONST_I
;
break
;
break
;
case
SHADER_ARB
:
case
SHADER_ARB
:
/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
...
...
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