wined3d: Boolean constants use up only a single uniform each.

This commit is contained in:
H. Verbeet 2007-02-27 20:51:43 +01:00 committed by Alexandre Julliard
parent b299395f30
commit 0170cc429c
1 changed files with 2 additions and 2 deletions

View File

@ -285,7 +285,7 @@ void select_shader_max_constants(
switch (vs_selected_mode) {
case SHADER_GLSL:
/* 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;
case SHADER_ARB:
/* We have to subtract any other PARAMs that we might use in our shader programs.
@ -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,
* 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;
case SHADER_ARB:
/* The arb shader only loads the bump mapping environment matrix into the shader if it finds