wined3d: Use the native constant limit for fitting private constants.
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@ -629,13 +629,13 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
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*/
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if (pshader)
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{
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max_constantsF = gl_info->max_ps_arb_constantsF;
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max_constantsF = gl_info->max_ps_arb_native_constants;
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}
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else
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{
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if(This->baseShader.reg_maps.usesrelconstF) {
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DWORD highest_constf = 0, clip_limit;
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max_constantsF = gl_info->max_vs_arb_constantsF - reserved_vs_const(iface, gl_info);
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max_constantsF = gl_info->max_vs_arb_native_constants - reserved_vs_const(iface, gl_info);
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max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
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for(i = 0; i < This->baseShader.limits.constant_float; i++)
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@ -665,7 +665,7 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
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{
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if (ctx->target_version >= NV2) *num_clipplanes = gl_info->max_clipplanes;
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else *num_clipplanes = min(gl_info->max_clipplanes, 4);
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max_constantsF = gl_info->max_vs_arb_constantsF;
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max_constantsF = gl_info->max_vs_arb_native_constants;
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}
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}
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@ -698,6 +698,21 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
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}
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}
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/* After subtracting privately used constants from the hardware limit(they are loaded as
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* local constants), make sure the shader doesn't violate the env constant limit
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*/
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if(pshader)
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{
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max_constantsF = min(max_constantsF, gl_info->max_ps_arb_constantsF);
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}
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else
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{
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max_constantsF = min(max_constantsF, gl_info->max_vs_arb_constantsF);
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}
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/* Avoid declaring more constants than needed */
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max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
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/* we use the array-based constants array if the local constants are marked for loading,
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* because then we use indirect addressing, or when the local constant list is empty,
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* because then we don't know if we're using indirect addressing or not. If we're hardcoding
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