wined3d: Get rid of the general shader constant limit.

This commit is contained in:
Stefan Dösinger 2009-10-24 18:05:42 -07:00 committed by Alexandre Julliard
parent 70d6304a21
commit f9c4d442a9
1 changed files with 0 additions and 33 deletions

View File

@ -408,34 +408,6 @@ static void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_se
}
}
/** Select the number of report maximum shader constants based on the selected shader modes */
static void select_shader_max_constants(int ps_selected_mode, int vs_selected_mode, struct wined3d_gl_info *gl_info)
{
switch (vs_selected_mode) {
case SHADER_GLSL:
gl_info->max_vshader_constantsF = gl_info->max_vs_glsl_constantsF;
break;
case SHADER_ARB:
gl_info->max_vshader_constantsF = gl_info->max_vs_arb_constantsF;
break;
default:
gl_info->max_vshader_constantsF = 0;
break;
}
switch (ps_selected_mode) {
case SHADER_GLSL:
gl_info->max_pshader_constantsF = gl_info->max_ps_glsl_constantsF;
break;
case SHADER_ARB:
gl_info->max_pshader_constantsF = gl_info->max_ps_arb_constantsF;
break;
default:
gl_info->max_pshader_constantsF = 0;
break;
}
}
/**********************************************************
* IWineD3D parts follows
**********************************************************/
@ -3780,10 +3752,6 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
/* This function should *not* be modifying GL caps
* TODO: move the functionality where it belongs */
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
/* ------------------------------------------------
The following fields apply to both d3d8 and d3d9
------------------------------------------------ */
@ -4882,7 +4850,6 @@ BOOL InitAdapters(IWineD3DImpl *This)
WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
fillGLAttribFuncs(&adapter->gl_info);
adapter->opengl = TRUE;
}