wined3d: Complain when the hardware may not be able to run a shader.
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@ -38,6 +38,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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WINE_DECLARE_DEBUG_CHANNEL(winediag);
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#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
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#define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
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#define WINED3D_GLSL_SAMPLE_RECT 0x2
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#define WINED3D_GLSL_SAMPLE_RECT 0x2
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@ -960,6 +961,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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max_constantsF -= count_bits(reg_maps->boolean_constants);
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max_constantsF -= count_bits(reg_maps->boolean_constants);
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/* Set by driver quirks in directx.c */
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/* Set by driver quirks in directx.c */
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max_constantsF -= gl_info->reserved_glsl_constants;
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max_constantsF -= gl_info->reserved_glsl_constants;
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if (max_constantsF < shader->limits.constant_float)
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{
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static unsigned int once;
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if (!once++)
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ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
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" it may not render correctly.\n");
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else
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WARN("The hardware does not support enough uniform components to run this shader.\n");
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}
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}
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}
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else
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else
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{
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{
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