wined3d: Get rid of the general shader constant limit.
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@ -408,34 +408,6 @@ static void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_se
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}
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}
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}
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/** Select the number of report maximum shader constants based on the selected shader modes */
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static void select_shader_max_constants(int ps_selected_mode, int vs_selected_mode, struct wined3d_gl_info *gl_info)
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{
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switch (vs_selected_mode) {
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case SHADER_GLSL:
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gl_info->max_vshader_constantsF = gl_info->max_vs_glsl_constantsF;
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break;
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case SHADER_ARB:
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gl_info->max_vshader_constantsF = gl_info->max_vs_arb_constantsF;
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break;
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default:
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gl_info->max_vshader_constantsF = 0;
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break;
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}
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switch (ps_selected_mode) {
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case SHADER_GLSL:
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gl_info->max_pshader_constantsF = gl_info->max_ps_glsl_constantsF;
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break;
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case SHADER_ARB:
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gl_info->max_pshader_constantsF = gl_info->max_ps_arb_constantsF;
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break;
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default:
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gl_info->max_pshader_constantsF = 0;
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break;
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}
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}
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/**********************************************************
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/**********************************************************
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* IWineD3D parts follows
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* IWineD3D parts follows
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**********************************************************/
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**********************************************************/
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@ -3780,10 +3752,6 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
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select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
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/* This function should *not* be modifying GL caps
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* TODO: move the functionality where it belongs */
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select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
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/* ------------------------------------------------
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/* ------------------------------------------------
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The following fields apply to both d3d8 and d3d9
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The following fields apply to both d3d8 and d3d9
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------------------------------------------------ */
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------------------------------------------------ */
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@ -4882,7 +4850,6 @@ BOOL InitAdapters(IWineD3DImpl *This)
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WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
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WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
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select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
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select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
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select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
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fillGLAttribFuncs(&adapter->gl_info);
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fillGLAttribFuncs(&adapter->gl_info);
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adapter->opengl = TRUE;
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adapter->opengl = TRUE;
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}
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}
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