wined3d: Find the shader constant limit at adapter init time.
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@ -2471,10 +2471,6 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
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object->shader_backend = &none_shader_backend;
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object->shader_backend = &none_shader_backend;
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}
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}
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/* This function should *not* be modifying GL caps
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* TODO: move the functionality where it belongs */
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select_shader_max_constants(object->ps_selected_mode, object->vs_selected_mode, &GLINFO_LOCATION);
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/* set the state of the device to valid */
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/* set the state of the device to valid */
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object->state = WINED3D_OK;
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object->state = WINED3D_OK;
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@ -2522,6 +2518,7 @@ ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
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BOOL InitAdapters(void) {
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BOOL InitAdapters(void) {
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HDC device_context;
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HDC device_context;
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BOOL ret;
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BOOL ret;
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int ps_selected_mode, vs_selected_mode;
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/* No need to hold any lock. The calling library makes sure only one thread calls
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/* No need to hold any lock. The calling library makes sure only one thread calls
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* wined3d simultaneously
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* wined3d simultaneously
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@ -2559,6 +2556,9 @@ BOOL InitAdapters(void) {
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}
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}
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Adapters[0].driver = "Display";
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Adapters[0].driver = "Display";
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Adapters[0].description = "Direct3D HAL";
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Adapters[0].description = "Direct3D HAL";
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select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
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select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
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}
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}
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numAdapters = 1;
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numAdapters = 1;
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TRACE("%d adapters successfully initialized\n", numAdapters);
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TRACE("%d adapters successfully initialized\n", numAdapters);
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