wined3d: Don't replicate shader limits values for each shader.
This commit is contained in:
parent
291c4f3b65
commit
e789fadd56
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@ -823,7 +823,7 @@ static void shader_generate_arb_declarations(const struct wined3d_shader *shader
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max_constantsF -= count_bits(reg_maps->integer_constants);
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max_constantsF -= gl_info->reserved_arb_constants;
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for (i = 0; i < shader->limits.constant_float; ++i)
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for (i = 0; i < shader->limits->constant_float; ++i)
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{
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DWORD idx = i >> 5;
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DWORD shift = i & 0x1f;
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@ -899,7 +899,7 @@ static void shader_generate_arb_declarations(const struct wined3d_shader *shader
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}
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/* Avoid declaring more constants than needed */
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max_constantsF = min(max_constantsF, shader->limits.constant_float);
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max_constantsF = min(max_constantsF, shader->limits->constant_float);
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/* we use the array-based constants array if the local constants are marked for loading,
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* because then we use indirect addressing, or when the local constant list is empty,
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@ -971,7 +971,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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}
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/* Declare the constants (aka uniforms) */
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if (shader->limits.constant_float > 0)
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if (shader->limits->constant_float > 0)
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{
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unsigned max_constantsF;
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@ -1025,7 +1025,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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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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if (max_constantsF < shader->limits.constant_float)
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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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@ -1041,18 +1041,18 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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max_constantsF = gl_info->limits.glsl_vs_float_constants;
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}
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}
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max_constantsF = min(shader->limits.constant_float, max_constantsF);
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max_constantsF = min(shader->limits->constant_float, max_constantsF);
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shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
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}
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/* Always declare the full set of constants, the compiler can remove the
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* unused ones because d3d doesn't (yet) support indirect int and bool
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* constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
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if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
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shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits.constant_int);
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if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
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shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
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if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
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shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
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if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
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shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
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for (i = 0; i < WINED3D_MAX_CBS; ++i)
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{
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@ -1062,7 +1062,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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}
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/* Declare texture samplers */
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for (i = 0; i < shader->limits.sampler; ++i)
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for (i = 0; i < shader->limits->sampler; ++i)
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{
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if (reg_maps->sampler_type[i])
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{
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@ -1128,7 +1128,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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* samplerNP2Fixup stores texture dimensions and is updated through
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* shader_glsl_load_np2fixup_constants when the sampler changes. */
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for (i = 0; i < shader->limits.sampler; ++i)
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for (i = 0; i < shader->limits->sampler; ++i)
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{
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if (reg_maps->sampler_type[i])
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{
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@ -1170,17 +1170,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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}
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shader_addline(buffer, "uniform vec4 posFixup;\n");
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shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
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shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits->packed_output);
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}
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else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
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{
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shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits.packed_input);
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shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
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}
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else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
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{
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if (version->major >= 3)
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{
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UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits.packed_input);
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UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
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if (use_vs(state))
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shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
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@ -1221,7 +1221,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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}
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if (reg_maps->vpos || reg_maps->usesdsy)
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{
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if (shader->limits.constant_float + extra_constants_needed
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if (shader->limits->constant_float + extra_constants_needed
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+ 1 < gl_info->limits.glsl_ps_float_constants)
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{
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shader_addline(buffer, "uniform vec4 ycorrection;\n");
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@ -1250,8 +1250,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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}
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/* Declare output register temporaries */
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if (shader->limits.packed_output)
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shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
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if (shader->limits->packed_output)
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shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
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/* Declare temporary variables */
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for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
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@ -4306,7 +4306,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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if (ps_major < 3)
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{
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shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
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shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
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for (i = 0; map; map >>= 1, ++i)
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{
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@ -4359,10 +4359,10 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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}
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else
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{
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UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
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UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
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/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
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shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
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shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
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shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
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/* First, sort out position and point size. Those are not passed to the pixel shader */
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for (i = 0; map; map >>= 1, ++i)
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@ -5958,9 +5958,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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shader_glsl_validate_link(gl_info, programId);
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shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs,
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vshader ? vshader->limits.constant_float : 0);
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vshader ? min(vshader->limits->constant_float, gl_info->limits.glsl_vs_float_constants) : 0);
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shader_glsl_init_ps_uniform_locations(gl_info, programId, &entry->ps,
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pshader ? pshader->limits.constant_float : 0);
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pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0);
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checkGLcall("Find glsl program uniform locations");
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if (pshader && pshader->reg_maps.shader_version.major >= 3
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@ -370,167 +370,80 @@ static void shader_delete_constant_list(struct list *clist)
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list_init(clist);
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}
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static void vertexshader_set_limits(struct wined3d_shader *shader)
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static void shader_set_limits(struct wined3d_shader *shader)
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{
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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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switch (shader_version)
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static const struct limits_entry
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{
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case WINED3D_SHADER_VERSION(1, 0):
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case WINED3D_SHADER_VERSION(1, 1):
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shader->limits.constant_bool = 0;
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shader->limits.constant_int = 0;
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shader->limits.packed_output = 12;
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shader->limits.sampler = 0;
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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, vs_uniform_count);
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break;
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case WINED3D_SHADER_VERSION(2, 0):
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case WINED3D_SHADER_VERSION(2, 1):
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shader->limits.constant_bool = 16;
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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, vs_uniform_count);
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break;
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case WINED3D_SHADER_VERSION(3, 0):
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shader->limits.constant_bool = 16;
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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 = 4;
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/* DX10 cards on Windows advertise a d3d9 constant limit of 256
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* even though they are capable of supporting much more (GL
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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, vs_uniform_count);
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break;
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case WINED3D_SHADER_VERSION(4, 0):
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shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
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shader->limits.constant_int = 0;
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shader->limits.constant_float = 0;
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shader->limits.constant_bool = 0;
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shader->limits.packed_output = 16;
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shader->limits.packed_input = 0;
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break;
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default:
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shader->limits.constant_bool = 16;
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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, 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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unsigned int min_version;
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unsigned int max_version;
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struct wined3d_shader_limits limits;
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}
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}
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static void geometryshader_set_limits(struct wined3d_shader *shader)
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{
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vs_limits[] =
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{
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/* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
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{WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
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{WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
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/* DX10 cards on Windows advertise a D3D9 constant limit of 256
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* even though they are capable of supporting much more (GL
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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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{WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
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{WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
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{0}
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},
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gs_limits[] =
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{
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/* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
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{WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 32, 16}},
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{0}
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},
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ps_limits[] =
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{
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/* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
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{WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4, 0, 8, 0, 0, 0}},
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{WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6, 0, 8, 0, 0, 0}},
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{WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), {16, 16, 32, 16, 0, 0}},
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{WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16, 0, 12}},
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{WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 0, 32}},
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{0}
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};
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const struct limits_entry *limits_array;
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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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int i = 0;
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switch (shader_version)
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switch (shader->reg_maps.shader_version.type)
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{
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case WINED3D_SHADER_VERSION(4, 0):
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shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
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shader->limits.constant_int = 0;
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shader->limits.constant_float = 0;
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shader->limits.constant_bool = 0;
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shader->limits.packed_output = 32;
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shader->limits.packed_input = 16;
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break;
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default:
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memset(&shader->limits, 0, sizeof(shader->limits));
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FIXME("Unhandled geometry 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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FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
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/* Fall-through. */
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case WINED3D_SHADER_TYPE_VERTEX:
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limits_array = vs_limits;
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break;
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case WINED3D_SHADER_TYPE_GEOMETRY:
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limits_array = gs_limits;
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break;
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case WINED3D_SHADER_TYPE_PIXEL:
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limits_array = ps_limits;
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break;
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}
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}
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static void pixelshader_set_limits(struct wined3d_shader *shader)
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{
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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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const DWORD ps_uniform_count = shader->device->adapter->d3d_info.limits.ps_uniform_count;
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shader->limits.packed_output = 0;
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switch (shader_version)
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while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
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{
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case WINED3D_SHADER_VERSION(1, 0):
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case WINED3D_SHADER_VERSION(1, 1):
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case WINED3D_SHADER_VERSION(1, 2):
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case WINED3D_SHADER_VERSION(1, 3):
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shader->limits.constant_float = 8;
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shader->limits.constant_int = 0;
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shader->limits.constant_bool = 0;
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shader->limits.sampler = 4;
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shader->limits.packed_input = 0;
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if (shader_version <= limits_array[i].max_version)
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{
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shader->limits = &limits_array[i].limits;
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break;
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case WINED3D_SHADER_VERSION(1, 4):
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shader->limits.constant_float = 8;
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shader->limits.constant_int = 0;
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shader->limits.constant_bool = 0;
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shader->limits.sampler = 6;
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shader->limits.packed_input = 0;
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break;
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/* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
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case WINED3D_SHADER_VERSION(2, 0):
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shader->limits.constant_float = 32;
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shader->limits.constant_int = 16;
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shader->limits.constant_bool = 16;
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shader->limits.sampler = 16;
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shader->limits.packed_input = 0;
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break;
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case WINED3D_SHADER_VERSION(2, 1):
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shader->limits.constant_float = 32;
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shader->limits.constant_int = 16;
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shader->limits.constant_bool = 16;
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shader->limits.sampler = 16;
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shader->limits.packed_input = 0;
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break;
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case WINED3D_SHADER_VERSION(3, 0):
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shader->limits.constant_float = min(224, ps_uniform_count);
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shader->limits.constant_int = 16;
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shader->limits.constant_bool = 16;
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shader->limits.sampler = 16;
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shader->limits.packed_input = 12;
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break;
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case WINED3D_SHADER_VERSION(4, 0):
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shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
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shader->limits.constant_int = 0;
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shader->limits.constant_float = 0;
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shader->limits.constant_bool = 0;
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shader->limits.packed_input = 32;
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break;
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default:
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shader->limits.constant_float = 32;
|
||||
shader->limits.constant_int = 16;
|
||||
shader->limits.constant_bool = 16;
|
||||
shader->limits.sampler = 16;
|
||||
shader->limits.packed_input = 0;
|
||||
FIXME("Unrecognized pixel shader version %u.%u\n",
|
||||
shader->reg_maps.shader_version.major,
|
||||
shader->reg_maps.shader_version.minor);
|
||||
}
|
||||
++i;
|
||||
}
|
||||
if (!shader->limits)
|
||||
{
|
||||
FIXME("Unexpected shader version \"%u.%u\".\n",
|
||||
shader->reg_maps.shader_version.major,
|
||||
shader->reg_maps.shader_version.minor);
|
||||
shader->limits = &limits_array[max(0, i - 1)].limits;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -607,7 +520,7 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
|
|||
}
|
||||
else
|
||||
{
|
||||
if (reg->idx[0].offset >= min(shader->limits.constant_float, constf_size))
|
||||
if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
|
||||
{
|
||||
WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
|
||||
return FALSE;
|
||||
|
@ -620,7 +533,7 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
|
|||
break;
|
||||
|
||||
case WINED3DSPR_CONSTINT:
|
||||
if (reg->idx[0].offset >= shader->limits.constant_int)
|
||||
if (reg->idx[0].offset >= shader->limits->constant_int)
|
||||
{
|
||||
WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
|
||||
return FALSE;
|
||||
|
@ -632,7 +545,7 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
|
|||
break;
|
||||
|
||||
case WINED3DSPR_CONSTBOOL:
|
||||
if (reg->idx[0].offset >= shader->limits.constant_bool)
|
||||
if (reg->idx[0].offset >= shader->limits->constant_bool)
|
||||
{
|
||||
WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
|
||||
return FALSE;
|
||||
|
@ -691,23 +604,10 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
|
|||
fe->shader_read_header(fe_data, &ptr, &shader_version);
|
||||
reg_maps->shader_version = shader_version;
|
||||
|
||||
switch (reg_maps->shader_version.type)
|
||||
{
|
||||
case WINED3D_SHADER_TYPE_VERTEX:
|
||||
vertexshader_set_limits(shader);
|
||||
break;
|
||||
case WINED3D_SHADER_TYPE_GEOMETRY:
|
||||
geometryshader_set_limits(shader);
|
||||
break;
|
||||
case WINED3D_SHADER_TYPE_PIXEL:
|
||||
pixelshader_set_limits(shader);
|
||||
break;
|
||||
default:
|
||||
FIXME("Unexpected shader type %u found.\n", reg_maps->shader_version.type);
|
||||
}
|
||||
shader_set_limits(shader);
|
||||
|
||||
reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
|
||||
sizeof(*reg_maps->constf) * ((min(shader->limits.constant_float, constf_size) + 31) / 32));
|
||||
sizeof(*reg_maps->constf) * ((min(shader->limits->constant_float, constf_size) + 31) / 32));
|
||||
if (!reg_maps->constf)
|
||||
{
|
||||
ERR("Failed to allocate constant map memory.\n");
|
||||
|
@ -2002,11 +1902,11 @@ HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *sh
|
|||
|
||||
TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
|
||||
|
||||
if (end_idx > shader->limits.constant_float)
|
||||
if (end_idx > shader->limits->constant_float)
|
||||
{
|
||||
WARN("end_idx %u > float constants limit %u.\n",
|
||||
end_idx, shader->limits.constant_float);
|
||||
end_idx = shader->limits.constant_float;
|
||||
end_idx, shader->limits->constant_float);
|
||||
end_idx = shader->limits->constant_float;
|
||||
}
|
||||
|
||||
for (i = start_idx; i < end_idx; ++i)
|
||||
|
@ -2169,7 +2069,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
|
|||
if (shader->reg_maps.shader_version.major == 1
|
||||
&& shader->reg_maps.shader_version.minor <= 3)
|
||||
{
|
||||
for (i = 0; i < shader->limits.sampler; ++i)
|
||||
for (i = 0; i < shader->limits->sampler; ++i)
|
||||
{
|
||||
DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
|
||||
|
||||
|
@ -2223,7 +2123,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
|
|||
if (shader->reg_maps.shader_version.major == 1
|
||||
&& shader->reg_maps.shader_version.minor <= 4)
|
||||
{
|
||||
for (i = 0; i < shader->limits.sampler; ++i)
|
||||
for (i = 0; i < shader->limits->sampler; ++i)
|
||||
{
|
||||
const struct wined3d_texture *texture = state->textures[i];
|
||||
|
||||
|
@ -2393,7 +2293,7 @@ void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types)
|
|||
|
||||
if (reg_maps->shader_version.major != 1) return;
|
||||
|
||||
for (i = 0; i < shader->limits.sampler; ++i)
|
||||
for (i = 0; i < shader->limits->sampler; ++i)
|
||||
{
|
||||
/* We don't sample from this sampler. */
|
||||
if (!sampler_type[i]) continue;
|
||||
|
|
|
@ -2856,7 +2856,7 @@ struct wined3d_pixel_shader
|
|||
struct wined3d_shader
|
||||
{
|
||||
LONG ref;
|
||||
struct wined3d_shader_limits limits;
|
||||
const struct wined3d_shader_limits *limits;
|
||||
DWORD *function;
|
||||
UINT functionLength;
|
||||
BOOL load_local_constsF;
|
||||
|
|
Loading…
Reference in New Issue