wined3d: Boolean constants use up only a single uniform each.
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@ -285,7 +285,7 @@ void select_shader_max_constants(
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switch (vs_selected_mode) {
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case SHADER_GLSL:
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/* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
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gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - MAX_CONST_B - MAX_CONST_I - 1;
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gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
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break;
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case SHADER_ARB:
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/* We have to subtract any other PARAMs that we might use in our shader programs.
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@ -308,7 +308,7 @@ void select_shader_max_constants(
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* that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
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* and lets not take away a uniform needlessly from all other shaders.
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*/
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gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - MAX_CONST_B - MAX_CONST_I;
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gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I;
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break;
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case SHADER_ARB:
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/* The arb shader only loads the bump mapping environment matrix into the shader if it finds
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