diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index a00a42cc229..e5be4adfcbe 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -784,17 +784,8 @@ static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_re return gl_vendor == GL_VENDOR_FGLRX; } -static void quirk_arb_constants(struct wined3d_gl_info *gl_info) -{ - TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants); - gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants; - TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants); - gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants; -} - static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info) { - quirk_arb_constants(gl_info); /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms. * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should * allow 48 different offsets or other helper immediate values. */ @@ -918,12 +909,6 @@ static const struct driver_quirk quirk_table[] = quirk_amd_dx9, "AMD normalized texrect quirk" }, - /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are - * used it falls back to software. While the compiler can detect if the shader uses all declared - * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader - * using relative addressing falls back to software. - * - * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */ { match_apple, quirk_apple_glsl_constants,