[4/8] WineD3D: Support the full amount of constants in GLSL
Stefan Dösinger
stefan at codeweavers.com
Fri Apr 10 05:01:38 CDT 2009
Am Freitag, 10. April 2009 11:52:31 schrieb Henri Verbeet:
> 2009/4/9 Stefan Dösinger <stefan at codeweavers.com>:
> > if(pshader) {
> > - max_constantsF = GL_LIMITS(pshader_constantsF) -
> > (MAX_CONST_B / 4) - MAX_CONST_I - 2; - max_constantsF =
> > min(This->baseShader.limits.constant_float, max_constantsF); +
> > /* No indirect addressing here */
> > + max_constantsF = GL_LIMITS(pshader_constantsF);
> > } else {
>
> Actually, can't at least 2.x pixel shaders do relative addressing as well?
Varying addressing, not uniform addressing
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