[4/6] WineD3D: Don't run out of varyings because of clipplanes

Henri Verbeet hverbeet at gmail.com
Wed Jun 17 13:24:19 CDT 2009

2009/6/17 Stefan Dösinger <stefan at codeweavers.com>:
> If I have to choose between a compile failure or disabling some clipplanes
> I'll throw the clipplanes under the bus.
> If the shader is using relative addressing, look at the highest directly
> addressed constant register. We know that the constant array must be at least
> highest_idx+1 elements large, otherwise the shader will fail for sure. If we
> see this problem coming, only enable as many clipplanes as we can fit into the
> hardware limit.
> Something similar should be done in GLSL, but GLSL can only support all
> clipplanes or none at all.

I don't think we want this for GLSL. ARB is your own responsibility,
but personally I think compile errors are much nicer to debug than the
kind of graphics glitches missing clipplanes will create.

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