wined3d: Fix the varying number comparison.
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@ -563,8 +563,8 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
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* achive anything anyway
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*/
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if(highest_reg_used < (GL_LIMITS(glsl_varyings) / 4) ||
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num_regs_used >= (GL_LIMITS(glsl_varyings) / 4) ) {
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if(num_regs_used >= (GL_LIMITS(glsl_varyings) / 4)) {
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num_regs_used > (GL_LIMITS(glsl_varyings) / 4) ) {
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if(num_regs_used > (GL_LIMITS(glsl_varyings) / 4)) {
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/* This happens with relative addressing. The input mapper function
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* warns about this if the higher registers are declared too, so
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* don't write a FIXME here
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