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wine
wine-winehq
Commits
337b63d8
Commit
337b63d8
authored
Mar 26, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Mar 27, 2012
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wined3d: Drop an Apple hack.
The hack actually breaks things on cards that do support more than 256 uniforms in GLSL.
parent
02b6e04a
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directx.c
dlls/wined3d/directx.c
+0
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dlls/wined3d/directx.c
View file @
337b63d8
...
...
@@ -784,17 +784,8 @@ static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_re
return
gl_vendor
==
GL_VENDOR_FGLRX
;
}
static
void
quirk_arb_constants
(
struct
wined3d_gl_info
*
gl_info
)
{
TRACE_
(
d3d_caps
)(
"Using ARB vs constant limit(=%u) for GLSL.
\n
"
,
gl_info
->
limits
.
arb_vs_native_constants
);
gl_info
->
limits
.
glsl_vs_float_constants
=
gl_info
->
limits
.
arb_vs_native_constants
;
TRACE_
(
d3d_caps
)(
"Using ARB ps constant limit(=%u) for GLSL.
\n
"
,
gl_info
->
limits
.
arb_ps_native_constants
);
gl_info
->
limits
.
glsl_ps_float_constants
=
gl_info
->
limits
.
arb_ps_native_constants
;
}
static
void
quirk_apple_glsl_constants
(
struct
wined3d_gl_info
*
gl_info
)
{
quirk_arb_constants
(
gl_info
);
/* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
* Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
* allow 48 different offsets or other helper immediate values. */
...
...
@@ -918,12 +909,6 @@ static const struct driver_quirk quirk_table[] =
quirk_amd_dx9
,
"AMD normalized texrect quirk"
},
/* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
* used it falls back to software. While the compiler can detect if the shader uses all declared
* uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
* using relative addressing falls back to software.
*
* ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
{
match_apple
,
quirk_apple_glsl_constants
,
...
...
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