wined3d: Use SM3 shader limits for SM4.
This isn't completely right, since as far as I'm aware SM4 doesn't have shader limits in the same sense as previous shader models, but this should do for now.
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@ -178,6 +178,10 @@ static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
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This->baseShader.limits.label = 16;
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This->baseShader.limits.label = 16;
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break;
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break;
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case WINED3D_SHADER_VERSION(4,0):
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FIXME("Using 3.0 limits for 4.0 shader\n");
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/* Fall through */
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case WINED3D_SHADER_VERSION(3,0):
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case WINED3D_SHADER_VERSION(3,0):
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_float = 224;
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This->baseShader.limits.constant_float = 224;
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@ -71,6 +71,10 @@ static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
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This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
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This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
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break;
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break;
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case WINED3D_SHADER_VERSION(4,0):
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FIXME("Using 3.0 limits for 4.0 shader\n");
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/* Fall through */
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case WINED3D_SHADER_VERSION(3,0):
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case WINED3D_SHADER_VERSION(3,0):
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.temporary = 32;
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This->baseShader.limits.constant_bool = 32;
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This->baseShader.limits.constant_bool = 32;
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