wined3d: Don't dirtify too many shader constants.
If we have start = 4, count = 3, the highest dirty constant is the one with index 6. start + count gives 7, so it already includes the zero-based array correction. Don't add an additional 1. Additionally to the inefficiency of looking at one extra constant, this causes problems if the driver rejects loading 257 constants on the initial load. In this case no constant is loaded if GL_EXT_gpu_program_parameters is used.
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@ -515,7 +515,7 @@ static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT
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* context. On a context switch the old context will be fully dirtified */
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memset(This->activeContext->vshader_const_dirty + start, 1,
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sizeof(*This->activeContext->vshader_const_dirty) * count);
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This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
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This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
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}
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static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
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@ -526,7 +526,7 @@ static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT
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* context. On a context switch the old context will be fully dirtified */
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memset(This->activeContext->pshader_const_dirty + start, 1,
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sizeof(*This->activeContext->pshader_const_dirty) * count);
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This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
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This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
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}
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static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
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