wined3d: Make the number of floating point shader constants dynamic [Resend]

Jason Green jave27 at gmail.com
Tue Jul 4 19:43:37 CDT 2006


I see that Ivan's submitted patches will conflict with this patch.
Maybe not from a merging standpoint, but from a code logic standpoint,
they will conflict.  His patches touch a lot more code than mine, so
go ahead and apply those first.  I will rework this patch and resubmit
later.  Thanks, and sorry for the confusion.

On 7/4/06, Jason Green <jave27 at gmail.com> wrote:
> Anything wrong with this patch?  I just checked, and it does apply
> cleanly to today's git with just a few offsets.
>
> ---------- Forwarded message ----------
> From: Jason Green <jave27 at gmail.com>
> Date: Jun 30, 2006 10:47 AM
> Subject: Re: wined3d: Make the number of floating point shader constants dynamic
> To: wine patch <wine-patches at winehq.org>
>
>
> Here is an updated patch. The only effective difference since the
> first patch is how many constants we declare in the
> arb/glsl_declarations.  The first patch didn't declare enough pixel
> shader constants for shader models 1 & 2 that used locally defined
> constants.
>
> On 6/30/06, Jason Green <jave27 at gmail.com> wrote:
> > The size of the floating point constant array is different for every
> > card.  This patch uses the GL limits for both ARB and GLSL shaders to
> > dynamically allocate the number of float constants available.
> >
> > - Makes the register_maps struct allocate the memory dynamically
> > - Makes the stateblock allocate the space for the constants and the
> > set/changed flags dynamically
> > - Removes the hack for MESA drivers
> > - Declare the number supported in the shader programs as (gl_max -
> > number of locally defined constants by DEF, DEFI, and DEFB [ - number
> > of other uniforms which may be present in GLSL shaders])
> >
> >
> >
>
>
>



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