wined3d: Move shader limits to wined3d_d3d_info.
This commit is contained in:
parent
f7580726b0
commit
768e8c098c
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@ -657,6 +657,7 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con
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const struct wined3d_stateblock *stateblock = device->stateBlock;
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const struct wined3d_state *state = &stateblock->state;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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struct shader_arb_priv *priv = device->shader_priv;
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if (!from_shader_select)
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@ -689,12 +690,12 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con
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if (context != priv->last_context)
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{
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memset(priv->vshader_const_dirty, 1,
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sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
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priv->highest_dirty_vs_const = device->d3d_vshader_constantF;
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sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
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priv->highest_dirty_vs_const = d3d_info->limits.vs_uniform_count;
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memset(priv->pshader_const_dirty, 1,
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sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
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priv->highest_dirty_ps_const = device->d3d_pshader_constantF;
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sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
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priv->highest_dirty_ps_const = d3d_info->limits.ps_uniform_count;
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priv->last_context = context;
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}
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@ -4850,6 +4851,7 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
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struct shader_arb_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*priv));
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struct fragment_caps fragment_caps;
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void *vertex_priv, *fragment_priv;
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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if (!(vertex_priv = vertex_pipe->vp_alloc(&arb_program_shader_backend, priv)))
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{
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@ -4867,18 +4869,18 @@ static HRESULT shader_arb_alloc(struct wined3d_device *device, const struct wine
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}
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priv->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
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sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
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sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
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if (!priv->vshader_const_dirty)
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goto fail;
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memset(priv->vshader_const_dirty, 1,
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sizeof(*priv->vshader_const_dirty) * device->d3d_vshader_constantF);
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sizeof(*priv->vshader_const_dirty) * d3d_info->limits.vs_uniform_count);
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priv->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
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sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
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sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
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if (!priv->pshader_const_dirty)
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goto fail;
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memset(priv->pshader_const_dirty, 1,
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sizeof(*priv->pshader_const_dirty) * device->d3d_pshader_constantF);
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sizeof(*priv->pshader_const_dirty) * d3d_info->limits.ps_uniform_count);
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if(wine_rb_init(&priv->signature_tree, &sig_tree_functions) == -1)
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{
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@ -2602,6 +2602,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
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UINT start_register, const float *constants, UINT vector4f_count)
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{
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UINT i;
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
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device, start_register, constants, vector4f_count);
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@ -2609,8 +2610,8 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
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/* Specifically test start_register > limit to catch MAX_UINT overflows
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* when adding start_register + vector4f_count. */
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if (!constants
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|| start_register + vector4f_count > device->d3d_vshader_constantF
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|| start_register > device->d3d_vshader_constantF)
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|| start_register + vector4f_count > d3d_info->limits.vs_uniform_count
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|| start_register > d3d_info->limits.vs_uniform_count)
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return WINED3DERR_INVALIDCALL;
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memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
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@ -2638,7 +2639,8 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
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HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
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UINT start_register, float *constants, UINT vector4f_count)
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{
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int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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int count = min(vector4f_count, d3d_info->limits.vs_uniform_count - start_register);
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TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
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device, start_register, constants, vector4f_count);
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@ -3071,6 +3073,7 @@ HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
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UINT start_register, const float *constants, UINT vector4f_count)
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{
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UINT i;
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
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device, start_register, constants, vector4f_count);
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@ -3078,8 +3081,8 @@ HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
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/* Specifically test start_register > limit to catch MAX_UINT overflows
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* when adding start_register + vector4f_count. */
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if (!constants
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|| start_register + vector4f_count > device->d3d_pshader_constantF
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|| start_register > device->d3d_pshader_constantF)
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|| start_register + vector4f_count > d3d_info->limits.ps_uniform_count
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|| start_register > d3d_info->limits.ps_uniform_count)
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return WINED3DERR_INVALIDCALL;
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memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
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@ -3107,7 +3110,8 @@ HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
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HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
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UINT start_register, float *constants, UINT vector4f_count)
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{
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int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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int count = min(vector4f_count, d3d_info->limits.ps_uniform_count - start_register);
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TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
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device, start_register, constants, vector4f_count);
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@ -5408,7 +5412,6 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
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const struct fragment_pipeline *fragment_pipeline;
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const struct wined3d_vertex_pipe_ops *vertex_pipeline;
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struct shader_caps shader_caps;
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struct fragment_caps ffp_caps;
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unsigned int i;
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HRESULT hr;
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@ -5429,12 +5432,6 @@ HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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device->create_parms.flags = flags;
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device->shader_backend = adapter->shader_backend;
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device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
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device->vs_version = shader_caps.vs_version;
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device->gs_version = shader_caps.gs_version;
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device->ps_version = shader_caps.ps_version;
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device->d3d_vshader_constantF = shader_caps.vs_uniform_count;
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device->d3d_pshader_constantF = shader_caps.ps_uniform_count;
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vertex_pipeline = adapter->vertex_pipe;
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@ -2846,6 +2846,11 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
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adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
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adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
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adapter->d3d_info.limits.vs_version = shader_caps.vs_version;
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adapter->d3d_info.limits.gs_version = shader_caps.gs_version;
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adapter->d3d_info.limits.ps_version = shader_caps.ps_version;
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adapter->d3d_info.limits.vs_uniform_count = shader_caps.vs_uniform_count;
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adapter->d3d_info.limits.ps_uniform_count = shader_caps.ps_uniform_count;
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adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
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gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
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@ -1625,6 +1625,7 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
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const struct wined3d_shader_frontend *fe;
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HRESULT hr;
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unsigned int backend_version;
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const struct wined3d_d3d_info *d3d_info = &shader->device->adapter->d3d_info;
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TRACE("shader %p, byte_code %p, output_signature %p, float_const_count %u.\n",
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shader, byte_code, output_signature, float_const_count);
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@ -1672,13 +1673,13 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
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switch (type)
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{
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case WINED3D_SHADER_TYPE_VERTEX:
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backend_version = shader->device->vs_version;
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backend_version = d3d_info->limits.vs_version;
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break;
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case WINED3D_SHADER_TYPE_GEOMETRY:
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backend_version = shader->device->gs_version;
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backend_version = d3d_info->limits.gs_version;
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break;
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case WINED3D_SHADER_TYPE_PIXEL:
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backend_version = shader->device->ps_version;
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backend_version = d3d_info->limits.ps_version;
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break;
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default:
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FIXME("No backend version-checking for this shader type\n");
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@ -1843,6 +1844,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
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DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
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shader->reg_maps.shader_version.minor);
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struct wined3d_device *device = shader->device;
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const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
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shader->limits.packed_input = 0;
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@ -1857,7 +1859,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
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/* TODO: vs_1_1 has a minimum of 96 constants. What happens when
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* a vs_1_1 shader is used on a vs_3_0 capable card that has 256
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* constants? */
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shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
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shader->limits.constant_float = min(256, vs_uniform_count);
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break;
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case WINED3D_SHADER_VERSION(2, 0):
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@ -1866,7 +1868,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
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shader->limits.constant_int = 16;
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shader->limits.packed_output = 12;
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shader->limits.sampler = 0;
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shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
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shader->limits.constant_float = min(256, vs_uniform_count);
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break;
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case WINED3D_SHADER_VERSION(3, 0):
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@ -1879,7 +1881,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
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* drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
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* wined3d-advertised maximum. Clamp the constant limit for <= 3.0
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* shaders to 256. */
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shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
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shader->limits.constant_float = min(256, vs_uniform_count);
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break;
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case WINED3D_SHADER_VERSION(4, 0):
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@ -1896,7 +1898,7 @@ static void vertexshader_set_limits(struct wined3d_shader *shader)
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shader->limits.constant_int = 16;
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shader->limits.packed_output = 12;
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shader->limits.sampler = 0;
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shader->limits.constant_float = min(256, device->d3d_vshader_constantF);
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shader->limits.constant_float = min(256, vs_uniform_count);
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FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
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shader->reg_maps.shader_version.major,
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shader->reg_maps.shader_version.minor);
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@ -1911,11 +1913,12 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
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unsigned int i;
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HRESULT hr;
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WORD map;
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const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
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if (!byte_code) return WINED3DERR_INVALIDCALL;
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shader_init(shader, device, parent, parent_ops);
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hr = shader_set_function(shader, byte_code, output_signature, device->d3d_vshader_constantF,
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hr = shader_set_function(shader, byte_code, output_signature, vs_uniform_count,
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WINED3D_SHADER_TYPE_VERTEX, max_version);
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if (FAILED(hr))
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{
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@ -2256,11 +2259,12 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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unsigned int i, highest_reg_used = 0, num_regs_used = 0;
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HRESULT hr;
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const DWORD ps_uniform_count = device->adapter->d3d_info.limits.ps_uniform_count;
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if (!byte_code) return WINED3DERR_INVALIDCALL;
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shader_init(shader, device, parent, parent_ops);
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hr = shader_set_function(shader, byte_code, output_signature, device->d3d_pshader_constantF,
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hr = shader_set_function(shader, byte_code, output_signature, ps_uniform_count,
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WINED3D_SHADER_TYPE_PIXEL, max_version);
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if (FAILED(hr))
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{
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@ -194,31 +194,31 @@ static const DWORD vertex_states_sampler[] =
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*/
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static HRESULT stateblock_allocate_shader_constants(struct wined3d_stateblock *object)
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{
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struct wined3d_device *device = object->device;
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const struct wined3d_d3d_info *d3d_info = &object->device->adapter->d3d_info;
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/* Allocate space for floating point constants */
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object->state.ps_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(float) * device->d3d_pshader_constantF * 4);
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sizeof(float) * d3d_info->limits.ps_uniform_count * 4);
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if (!object->state.ps_consts_f) goto fail;
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object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(BOOL) * device->d3d_pshader_constantF);
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sizeof(BOOL) * d3d_info->limits.ps_uniform_count);
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if (!object->changed.pixelShaderConstantsF) goto fail;
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object->state.vs_consts_f = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(float) * device->d3d_vshader_constantF * 4);
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sizeof(float) * d3d_info->limits.vs_uniform_count * 4);
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if (!object->state.vs_consts_f) goto fail;
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object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(BOOL) * device->d3d_vshader_constantF);
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sizeof(BOOL) * d3d_info->limits.vs_uniform_count);
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if (!object->changed.vertexShaderConstantsF) goto fail;
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object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
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sizeof(DWORD) * device->d3d_vshader_constantF);
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sizeof(DWORD) * d3d_info->limits.vs_uniform_count);
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if (!object->contained_vs_consts_f) goto fail;
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object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
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sizeof(DWORD) * device->d3d_pshader_constantF);
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sizeof(DWORD) * d3d_info->limits.ps_uniform_count);
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if (!object->contained_ps_consts_f) goto fail;
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return WINED3D_OK;
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@ -330,7 +330,7 @@ static void stateblock_savedstates_set_vertex(struct wined3d_saved_states *state
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void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
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{
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struct wined3d_device *device = stateblock->device;
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const struct wined3d_d3d_info *d3d_info = &stateblock->device->adapter->d3d_info;
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unsigned int i, j;
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for (i = 0; i <= WINEHIGHEST_RENDER_STATE >> 5; ++i)
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@ -357,7 +357,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
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}
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}
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for (i = 0; i < device->d3d_vshader_constantF; ++i)
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for (i = 0; i < d3d_info->limits.vs_uniform_count; ++i)
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{
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if (stateblock->changed.vertexShaderConstantsF[i])
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{
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@ -384,7 +384,7 @@ void stateblock_init_contained_states(struct wined3d_stateblock *stateblock)
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}
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}
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for (i = 0; i < device->d3d_pshader_constantF; ++i)
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for (i = 0; i < d3d_info->limits.ps_uniform_count; ++i)
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{
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if (stateblock->changed.pixelShaderConstantsF[i])
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{
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@ -1148,6 +1148,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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{
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struct wined3d_device *device = stateblock->device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
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struct wined3d_state *state = &stateblock->state;
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union
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{
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@ -1171,8 +1172,8 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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TRACE("stateblock %p.\n", stateblock);
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memset(stateblock->changed.pixelShaderConstantsF, 0, device->d3d_pshader_constantF * sizeof(BOOL));
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memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
|
||||
memset(stateblock->changed.pixelShaderConstantsF, 0, d3d_info->limits.ps_uniform_count * sizeof(BOOL));
|
||||
memset(stateblock->changed.vertexShaderConstantsF, 0, d3d_info->limits.vs_uniform_count * sizeof(BOOL));
|
||||
|
||||
/* Set some of the defaults for lights, transforms etc */
|
||||
state->transforms[WINED3D_TS_PROJECTION] = identity;
|
||||
|
@ -1400,6 +1401,7 @@ static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
|
|||
{
|
||||
unsigned int i;
|
||||
HRESULT hr;
|
||||
const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
|
||||
|
||||
stateblock->ref = 1;
|
||||
stateblock->device = device;
|
||||
|
@ -1423,17 +1425,19 @@ static HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
|
|||
{
|
||||
case WINED3D_SBT_ALL:
|
||||
stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
|
||||
stateblock_savedstates_set_all(&stateblock->changed, device->d3d_vshader_constantF,
|
||||
device->d3d_pshader_constantF);
|
||||
stateblock_savedstates_set_all(&stateblock->changed,
|
||||
d3d_info->limits.vs_uniform_count, d3d_info->limits.ps_uniform_count);
|
||||
break;
|
||||
|
||||
case WINED3D_SBT_PIXEL_STATE:
|
||||
stateblock_savedstates_set_pixel(&stateblock->changed, device->d3d_pshader_constantF);
|
||||
stateblock_savedstates_set_pixel(&stateblock->changed,
|
||||
d3d_info->limits.ps_uniform_count);
|
||||
break;
|
||||
|
||||
case WINED3D_SBT_VERTEX_STATE:
|
||||
stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
|
||||
stateblock_savedstates_set_vertex(&stateblock->changed, device->d3d_vshader_constantF);
|
||||
stateblock_savedstates_set_vertex(&stateblock->changed,
|
||||
d3d_info->limits.vs_uniform_count);
|
||||
break;
|
||||
|
||||
default:
|
||||
|
|
|
@ -1587,8 +1587,16 @@ struct wined3d_driver_info
|
|||
DWORD version_low;
|
||||
};
|
||||
|
||||
struct wined3d_d3d_limits
|
||||
{
|
||||
UINT vs_version, gs_version, ps_version;
|
||||
DWORD vs_uniform_count;
|
||||
DWORD ps_uniform_count;
|
||||
};
|
||||
|
||||
struct wined3d_d3d_info
|
||||
{
|
||||
struct wined3d_d3d_limits limits;
|
||||
BOOL vs_clipping;
|
||||
};
|
||||
|
||||
|
@ -1729,8 +1737,6 @@ struct wined3d_device
|
|||
const struct blit_shader *blitter;
|
||||
|
||||
unsigned int max_ffp_textures;
|
||||
UINT vs_version, gs_version, ps_version;
|
||||
DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
|
||||
UINT instance_count;
|
||||
|
||||
WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
|
||||
|
|
Loading…
Reference in New Issue