wined3d: Fail to create shaders using more than the supported number of constants.
This commit is contained in:
parent
0eec97e29b
commit
f24e62b303
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@ -370,6 +370,170 @@ 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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{
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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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{
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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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}
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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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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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switch (shader_version)
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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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}
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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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{
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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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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;
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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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FIXME("Unrecognized pixel 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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}
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}
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static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
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{
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DWORD idx, shift;
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@ -378,8 +542,8 @@ static inline void set_bitmap_bit(DWORD *bitmap, DWORD bit)
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bitmap[idx] |= (1 << shift);
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}
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static void shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
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const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type)
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static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps,
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const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type, unsigned int constf_size)
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{
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switch (reg->type)
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{
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@ -443,16 +607,40 @@ static void shader_record_register_usage(struct wined3d_shader *shader, struct w
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}
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else
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{
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set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
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if (reg->idx[0].offset >= min(shader->limits.constant_float, constf_size))
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{
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WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
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return FALSE;
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}
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else
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{
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set_bitmap_bit(reg_maps->constf, reg->idx[0].offset);
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}
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}
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break;
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case WINED3DSPR_CONSTINT:
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reg_maps->integer_constants |= (1 << reg->idx[0].offset);
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if (reg->idx[0].offset >= shader->limits.constant_int)
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{
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WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
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return FALSE;
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}
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else
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{
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reg_maps->integer_constants |= (1 << reg->idx[0].offset);
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}
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break;
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case WINED3DSPR_CONSTBOOL:
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reg_maps->boolean_constants |= (1 << reg->idx[0].offset);
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if (reg->idx[0].offset >= shader->limits.constant_bool)
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{
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WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
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return FALSE;
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}
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else
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{
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reg_maps->boolean_constants |= (1 << reg->idx[0].offset);
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}
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break;
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case WINED3DSPR_COLOROUT:
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@ -464,6 +652,7 @@ static void shader_record_register_usage(struct wined3d_shader *shader, struct w
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reg->type, reg->idx[0].offset, reg->idx[1].offset);
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break;
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}
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return TRUE;
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}
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static unsigned int get_instr_extra_regcount(enum WINED3D_SHADER_INSTRUCTION_HANDLER instr, unsigned int param)
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@ -502,8 +691,23 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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fe->shader_read_header(fe_data, &ptr, &shader_version);
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reg_maps->shader_version = shader_version;
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switch (reg_maps->shader_version.type)
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{
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case WINED3D_SHADER_TYPE_VERTEX:
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vertexshader_set_limits(shader);
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break;
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case WINED3D_SHADER_TYPE_GEOMETRY:
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geometryshader_set_limits(shader);
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break;
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case WINED3D_SHADER_TYPE_PIXEL:
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pixelshader_set_limits(shader);
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break;
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default:
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FIXME("Unexpected shader type %u found.\n", reg_maps->shader_version.type);
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}
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reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(*reg_maps->constf) * ((constf_size + 31) / 32));
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sizeof(*reg_maps->constf) * ((min(shader->limits.constant_float, constf_size) + 31) / 32));
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if (!reg_maps->constf)
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{
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ERR("Failed to allocate constant map memory.\n");
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@ -659,7 +863,9 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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* they are initialized (required by spec). */
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for (i = 0; i < ins.dst_count; ++i)
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{
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shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg, shader_version.type);
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if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
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shader_version.type, constf_size))
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return WINED3DERR_INVALIDCALL;
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/* WINED3DSPR_TEXCRDOUT is the same as WINED3DSPR_OUTPUT. _OUTPUT can be > MAX_REG_TEXCRD and
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* is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
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@ -817,18 +1023,24 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
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--cur_loop_depth;
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if (ins.predicate)
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shader_record_register_usage(shader, reg_maps, &ins.predicate->reg, shader_version.type);
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if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
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shader_version.type, constf_size))
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return WINED3DERR_INVALIDCALL;
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for (i = 0; i < ins.src_count; ++i)
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{
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unsigned int count = get_instr_extra_regcount(ins.handler_idx, i);
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struct wined3d_shader_register reg = ins.src[i].reg;
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shader_record_register_usage(shader, reg_maps, &ins.src[i].reg, shader_version.type);
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if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
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shader_version.type, constf_size))
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return WINED3DERR_INVALIDCALL;
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while (count)
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{
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++reg.idx[0].offset;
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shader_record_register_usage(shader, reg_maps, ®, shader_version.type);
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if (!shader_record_register_usage(shader, reg_maps, ®,
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shader_version.type, constf_size))
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return WINED3DERR_INVALIDCALL;
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--count;
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}
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@ -1863,72 +2075,6 @@ BOOL vshader_get_input(const struct wined3d_shader *shader,
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return FALSE;
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}
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static void vertexshader_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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{
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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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}
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}
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static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
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const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
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void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
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@ -1972,38 +2118,12 @@ static HRESULT vertexshader_init(struct wined3d_shader *shader, struct wined3d_d
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}
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}
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vertexshader_set_limits(shader);
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shader->load_local_constsF = (reg_maps->usesrelconstF && !list_empty(&shader->constantsF)) ||
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shader->lconst_inf_or_nan;
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return WINED3D_OK;
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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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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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switch (shader_version)
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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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}
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}
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static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
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const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
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void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
|
||||
|
@ -2020,8 +2140,6 @@ static HRESULT geometryshader_init(struct wined3d_shader *shader, struct wined3d
|
|||
return hr;
|
||||
}
|
||||
|
||||
geometryshader_set_limits(shader);
|
||||
|
||||
shader->load_local_constsF = shader->lconst_inf_or_nan;
|
||||
|
||||
return WINED3D_OK;
|
||||
|
@ -2201,79 +2319,6 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
|
|||
}
|
||||
}
|
||||
|
||||
static void pixelshader_set_limits(struct wined3d_shader *shader)
|
||||
{
|
||||
DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
|
||||
shader->reg_maps.shader_version.minor);
|
||||
|
||||
shader->limits.packed_output = 0;
|
||||
|
||||
switch (shader_version)
|
||||
{
|
||||
case WINED3D_SHADER_VERSION(1, 0):
|
||||
case WINED3D_SHADER_VERSION(1, 1):
|
||||
case WINED3D_SHADER_VERSION(1, 2):
|
||||
case WINED3D_SHADER_VERSION(1, 3):
|
||||
shader->limits.constant_float = 8;
|
||||
shader->limits.constant_int = 0;
|
||||
shader->limits.constant_bool = 0;
|
||||
shader->limits.sampler = 4;
|
||||
shader->limits.packed_input = 0;
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(1, 4):
|
||||
shader->limits.constant_float = 8;
|
||||
shader->limits.constant_int = 0;
|
||||
shader->limits.constant_bool = 0;
|
||||
shader->limits.sampler = 6;
|
||||
shader->limits.packed_input = 0;
|
||||
break;
|
||||
|
||||
/* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
|
||||
case WINED3D_SHADER_VERSION(2, 0):
|
||||
shader->limits.constant_float = 32;
|
||||
shader->limits.constant_int = 16;
|
||||
shader->limits.constant_bool = 16;
|
||||
shader->limits.sampler = 16;
|
||||
shader->limits.packed_input = 0;
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(2, 1):
|
||||
shader->limits.constant_float = 32;
|
||||
shader->limits.constant_int = 16;
|
||||
shader->limits.constant_bool = 16;
|
||||
shader->limits.sampler = 16;
|
||||
shader->limits.packed_input = 0;
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(3, 0):
|
||||
shader->limits.constant_float = 224;
|
||||
shader->limits.constant_int = 16;
|
||||
shader->limits.constant_bool = 16;
|
||||
shader->limits.sampler = 16;
|
||||
shader->limits.packed_input = 12;
|
||||
break;
|
||||
|
||||
case WINED3D_SHADER_VERSION(4, 0):
|
||||
shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
|
||||
shader->limits.constant_int = 0;
|
||||
shader->limits.constant_float = 0;
|
||||
shader->limits.constant_bool = 0;
|
||||
shader->limits.packed_input = 32;
|
||||
break;
|
||||
|
||||
default:
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device,
|
||||
const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
|
||||
void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version)
|
||||
|
@ -2295,8 +2340,6 @@ static HRESULT pixelshader_init(struct wined3d_shader *shader, struct wined3d_de
|
|||
return hr;
|
||||
}
|
||||
|
||||
pixelshader_set_limits(shader);
|
||||
|
||||
for (i = 0; i < MAX_REG_INPUT; ++i)
|
||||
{
|
||||
if (shader->u.ps.input_reg_used[i])
|
||||
|
|
Loading…
Reference in New Issue