Stefan Dösinger : wined3d: Deal with reserved shader constants in the backend.
Alexandre Julliard
julliard at winehq.org
Fri Apr 10 08:10:15 CDT 2009
Module: wine
Branch: master
Commit: 754b5cf2adc73a917d7d60c35d5cad5897a5e92d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=754b5cf2adc73a917d7d60c35d5cad5897a5e92d
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sun Mar 22 12:24:28 2009 +0100
wined3d: Deal with reserved shader constants in the backend.
This moves the GLSL and ARB specific reserved constants out of directx.c into
the get_caps methods of the shader backends. That way the number of reserved
constants remains in the backend.
GL_LIMITS({v/p}shader_constantsF) now contains the real number of constants as
advertised by GL instead of some mixture of GL info and backend implementation
specifics. This makes it easier for backends to decide how many constants to
use.
---
dlls/wined3d/arb_program_shader.c | 22 +++++++++++++++++-----
dlls/wined3d/device.c | 8 ++++----
dlls/wined3d/directx.c | 26 ++++++++++----------------
dlls/wined3d/glsl_shader.c | 21 ++++++++++++++++++---
dlls/wined3d/wined3d_private.h | 2 ++
5 files changed, 51 insertions(+), 28 deletions(-)
Diff: http://source.winehq.org/git/wine.git/?a=commitdiff;h=754b5cf2adc73a917d7d60c35d5cad5897a5e92d
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