D3D9: Add a test for setting / getting vertex shader constants

Raphael fenix at club-internet.fr
Tue Jun 6 17:12:28 CDT 2006


On Wednesday 07 June 2006 00:01, Ivan Gyurdiev wrote:
> Raphael wrote:
> > On Tuesday 06 June 2006 23:17, H. Verbeet wrote:
> >> This is a test for Ivan's patch for shader constants
> >> (http://source.winehq.org/git/?p=wine.git;a=commit;h=5f5969b3c5bd237277b
> >>8f2 f1eaa4ddacce5fb63b)
> >>
> >> Changelog:
> >>   - Add a test for setting / getting vertex shader constants
> >
> > Simple testing :)
>
> Thanks for the test and bugfix - I'll submit some of my own, starting
> with the mipmaps patch.
>
> > can you add border tests in future:
> >
> >  hret = IDirect3DDevice9_SetVertexShaderConstantB(device_ptr,
> > MAX_VSHADER_CONSTANTS  - 4, bool_in, 4);
> >
> >  hret = IDirect3DDevice9_SetVertexShaderConstantB(device_ptr,
> > MAX_VSHADER_CONSTANTS  - 2, bool_in, 4);
> >
> > I'm interested to see how windows handle that :)
>
> MAX_VSHADER_CONSTANTS is most likely the wrong border for boolean and
> integer constants.
> Shaders 3.0 support a max of 16 integer and 16 boolean constants [ so is
> the limit the max for all shader versions? ]

No, D3D8 need to support 96 float integers :)

Regards,
Raphael
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