[PATCH 3/5] wined3d: Don't replicate shader limits values for each shader.

Matteo Bruni mbruni at codeweavers.com
Wed Oct 15 18:32:20 CDT 2014


v2: Put the limit tables inside shader_set_limits(), don't modify
struct wined3d_shader_limits.
---
 dlls/wined3d/arb_program_shader.c |   4 +-
 dlls/wined3d/glsl_shader.c        |  40 +++----
 dlls/wined3d/shader.c             | 242 +++++++++++---------------------------
 dlls/wined3d/wined3d_private.h    |   2 +-
 4 files changed, 94 insertions(+), 194 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 6fbe296..bfbe09c 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -823,7 +823,7 @@ static void shader_generate_arb_declarations(const struct wined3d_shader *shader
             max_constantsF -= count_bits(reg_maps->integer_constants);
             max_constantsF -= gl_info->reserved_arb_constants;
 
-            for (i = 0; i < shader->limits.constant_float; ++i)
+            for (i = 0; i < shader->limits->constant_float; ++i)
             {
                 DWORD idx = i >> 5;
                 DWORD shift = i & 0x1f;
@@ -899,7 +899,7 @@ static void shader_generate_arb_declarations(const struct wined3d_shader *shader
     }
 
     /* Avoid declaring more constants than needed */
-    max_constantsF = min(max_constantsF, shader->limits.constant_float);
+    max_constantsF = min(max_constantsF, shader->limits->constant_float);
 
     /* we use the array-based constants array if the local constants are marked for loading,
      * because then we use indirect addressing, or when the local constant list is empty,
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 34cc567..7379ba2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -971,7 +971,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
     }
 
     /* Declare the constants (aka uniforms) */
-    if (shader->limits.constant_float > 0)
+    if (shader->limits->constant_float > 0)
     {
         unsigned max_constantsF;
 
@@ -1025,7 +1025,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
                 /* Set by driver quirks in directx.c */
                 max_constantsF -= gl_info->reserved_glsl_constants;
 
-                if (max_constantsF < shader->limits.constant_float)
+                if (max_constantsF < shader->limits->constant_float)
                 {
                     static unsigned int once;
 
@@ -1041,18 +1041,18 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
                 max_constantsF = gl_info->limits.glsl_vs_float_constants;
             }
         }
-        max_constantsF = min(shader->limits.constant_float, max_constantsF);
+        max_constantsF = min(shader->limits->constant_float, max_constantsF);
         shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
     }
 
     /* Always declare the full set of constants, the compiler can remove the
      * unused ones because d3d doesn't (yet) support indirect int and bool
      * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
-    if (shader->limits.constant_int > 0 && reg_maps->integer_constants)
-        shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits.constant_int);
+    if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
+        shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
 
-    if (shader->limits.constant_bool > 0 && reg_maps->boolean_constants)
-        shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits.constant_bool);
+    if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
+        shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
 
     for (i = 0; i < WINED3D_MAX_CBS; ++i)
     {
@@ -1062,7 +1062,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
     }
 
     /* Declare texture samplers */
-    for (i = 0; i < shader->limits.sampler; ++i)
+    for (i = 0; i < shader->limits->sampler; ++i)
     {
         if (reg_maps->sampler_type[i])
         {
@@ -1128,7 +1128,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
          * samplerNP2Fixup stores texture dimensions and is updated through
          * shader_glsl_load_np2fixup_constants when the sampler changes. */
 
-        for (i = 0; i < shader->limits.sampler; ++i)
+        for (i = 0; i < shader->limits->sampler; ++i)
         {
             if (reg_maps->sampler_type[i])
             {
@@ -1170,17 +1170,17 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
         }
 
         shader_addline(buffer, "uniform vec4 posFixup;\n");
-        shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits.packed_output);
+        shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits->packed_output);
     }
     else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
     {
-        shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits.packed_input);
+        shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
     }
     else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
     {
         if (version->major >= 3)
         {
-            UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits.packed_input);
+            UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
 
             if (use_vs(state))
                 shader_addline(buffer, "varying vec4 %s_in[%u];\n", prefix, in_count);
@@ -1221,7 +1221,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
         }
         if (reg_maps->vpos || reg_maps->usesdsy)
         {
-            if (shader->limits.constant_float + extra_constants_needed
+            if (shader->limits->constant_float + extra_constants_needed
                     + 1 < gl_info->limits.glsl_ps_float_constants)
             {
                 shader_addline(buffer, "uniform vec4 ycorrection;\n");
@@ -1250,8 +1250,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
     }
 
     /* Declare output register temporaries */
-    if (shader->limits.packed_output)
-        shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits.packed_output);
+    if (shader->limits->packed_output)
+        shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
 
     /* Declare temporary variables */
     for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
@@ -4306,7 +4306,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
 
     if (ps_major < 3)
     {
-        shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
+        shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
 
         for (i = 0; map; map >>= 1, ++i)
         {
@@ -4359,10 +4359,10 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
     }
     else
     {
-        UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
+        UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
         /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
         shader_addline(buffer, "varying vec4 ps_in[%u];\n", in_count);
-        shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
+        shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
 
         /* First, sort out position and point size. Those are not passed to the pixel shader */
         for (i = 0; map; map >>= 1, ++i)
@@ -5958,9 +5958,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
     shader_glsl_validate_link(gl_info, programId);
 
     shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs,
-            vshader ? vshader->limits.constant_float : 0);
+            vshader ? min(vshader->limits->constant_float, gl_info->limits.glsl_vs_float_constants) : 0);
     shader_glsl_init_ps_uniform_locations(gl_info, programId, &entry->ps,
-            pshader ? pshader->limits.constant_float : 0);
+            pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0);
     checkGLcall("Find glsl program uniform locations");
 
     if (pshader && pshader->reg_maps.shader_version.major >= 3
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 4501dc6..9227346 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -370,167 +370,80 @@ static void shader_delete_constant_list(struct list *clist)
     list_init(clist);
 }
 
-static void vertexshader_set_limits(struct wined3d_shader *shader)
+static void shader_set_limits(struct wined3d_shader *shader)
 {
+    static const struct limits_entry
+    {
+        unsigned int min_version;
+        unsigned int max_version;
+        struct wined3d_shader_limits limits;
+    }
+    vs_limits[] =
+    {
+        /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
+        {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0,  0, 256,  0, 12,  0}},
+        {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12,  0}},
+        /* DX10 cards on Windows advertise a D3D9 constant limit of 256
+         * even though they are capable of supporting much more (GL
+         * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
+         * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
+         * shaders to 256. */
+        {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12,  0}},
+        {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16,  0,   0,  0, 16,  0}},
+        {0}
+    },
+    gs_limits[] =
+    {
+        /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
+        {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16,  0,   0,  0, 32, 16}},
+        {0}
+    },
+    ps_limits[] =
+    {
+        /* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
+        {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 3), { 4,  0,   8,  0,  0,  0}},
+        {WINED3D_SHADER_VERSION(1, 4), WINED3D_SHADER_VERSION(1, 4), { 6,  0,   8,  0,  0,  0}},
+        {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), {16, 16,  32, 16,  0,  0}},
+        {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), {16, 16, 224, 16,  0, 12}},
+        {WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16,  0,   0,  0,  0, 32}},
+        {0}
+    };
+    const struct limits_entry *limits_array;
     DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
             shader->reg_maps.shader_version.minor);
-    struct wined3d_device *device = shader->device;
-    const DWORD vs_uniform_count = device->adapter->d3d_info.limits.vs_uniform_count;
+    int i = 0;
 
-    shader->limits.packed_input = 0;
-
-    switch (shader_version)
+    switch (shader->reg_maps.shader_version.type)
     {
-        case WINED3D_SHADER_VERSION(1, 0):
-        case WINED3D_SHADER_VERSION(1, 1):
-            shader->limits.constant_bool = 0;
-            shader->limits.constant_int = 0;
-            shader->limits.packed_output = 12;
-            shader->limits.sampler = 0;
-            /* TODO: vs_1_1 has a minimum of 96 constants. What happens when
-             * a vs_1_1 shader is used on a vs_3_0 capable card that has 256
-             * constants? */
-            shader->limits.constant_float = min(256, vs_uniform_count);
-            break;
-
-        case WINED3D_SHADER_VERSION(2, 0):
-        case WINED3D_SHADER_VERSION(2, 1):
-            shader->limits.constant_bool = 16;
-            shader->limits.constant_int = 16;
-            shader->limits.packed_output = 12;
-            shader->limits.sampler = 0;
-            shader->limits.constant_float = min(256, vs_uniform_count);
+        default:
+            FIXME("Unexpected shader type %u found.\n", shader->reg_maps.shader_version.type);
+            /* Fall-through. */
+        case WINED3D_SHADER_TYPE_VERTEX:
+            limits_array = vs_limits;
             break;
-
-        case WINED3D_SHADER_VERSION(3, 0):
-            shader->limits.constant_bool = 16;
-            shader->limits.constant_int = 16;
-            shader->limits.packed_output = 12;
-            shader->limits.sampler = 4;
-            /* DX10 cards on Windows advertise a d3d9 constant limit of 256
-             * even though they are capable of supporting much more (GL
-             * drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
-             * wined3d-advertised maximum. Clamp the constant limit for <= 3.0
-             * shaders to 256. */
-            shader->limits.constant_float = min(256, vs_uniform_count);
+        case WINED3D_SHADER_TYPE_GEOMETRY:
+            limits_array = gs_limits;
             break;
-
-        case WINED3D_SHADER_VERSION(4, 0):
-            shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
-            shader->limits.constant_int = 0;
-            shader->limits.constant_float = 0;
-            shader->limits.constant_bool = 0;
-            shader->limits.packed_output = 16;
-            shader->limits.packed_input = 0;
+        case WINED3D_SHADER_TYPE_PIXEL:
+            limits_array = ps_limits;
             break;
-
-        default:
-            shader->limits.constant_bool = 16;
-            shader->limits.constant_int = 16;
-            shader->limits.packed_output = 12;
-            shader->limits.sampler = 0;
-            shader->limits.constant_float = min(256, vs_uniform_count);
-            FIXME("Unrecognized vertex shader version \"%u.%u\".\n",
-                    shader->reg_maps.shader_version.major,
-                    shader->reg_maps.shader_version.minor);
     }
-}
-
-static void geometryshader_set_limits(struct wined3d_shader *shader)
-{
-    DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
-            shader->reg_maps.shader_version.minor);
 
-    switch (shader_version)
+    while (limits_array[i].min_version && limits_array[i].min_version <= shader_version)
     {
-        case WINED3D_SHADER_VERSION(4, 0):
-            shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
-            shader->limits.constant_int = 0;
-            shader->limits.constant_float = 0;
-            shader->limits.constant_bool = 0;
-            shader->limits.packed_output = 32;
-            shader->limits.packed_input = 16;
+        if (shader_version <= limits_array[i].max_version)
+        {
+            shader->limits = &limits_array[i].limits;
             break;
-
-        default:
-            memset(&shader->limits, 0, sizeof(shader->limits));
-            FIXME("Unhandled geometry shader version \"%u.%u\".\n",
-                    shader->reg_maps.shader_version.major,
-                    shader->reg_maps.shader_version.minor);
+        }
+        ++i;
     }
-}
-
-static void pixelshader_set_limits(struct wined3d_shader *shader)
-{
-    DWORD shader_version = WINED3D_SHADER_VERSION(shader->reg_maps.shader_version.major,
-            shader->reg_maps.shader_version.minor);
-    const DWORD ps_uniform_count = shader->device->adapter->d3d_info.limits.ps_uniform_count;
-
-    shader->limits.packed_output = 0;
-
-    switch (shader_version)
+    if (!shader->limits)
     {
-        case WINED3D_SHADER_VERSION(1, 0):
-        case WINED3D_SHADER_VERSION(1, 1):
-        case WINED3D_SHADER_VERSION(1, 2):
-        case WINED3D_SHADER_VERSION(1, 3):
-            shader->limits.constant_float = 8;
-            shader->limits.constant_int = 0;
-            shader->limits.constant_bool = 0;
-            shader->limits.sampler = 4;
-            shader->limits.packed_input = 0;
-            break;
-
-        case WINED3D_SHADER_VERSION(1, 4):
-            shader->limits.constant_float = 8;
-            shader->limits.constant_int = 0;
-            shader->limits.constant_bool = 0;
-            shader->limits.sampler = 6;
-            shader->limits.packed_input = 0;
-            break;
-
-        /* FIXME: Temporaries must match D3DPSHADERCAPS2_0.NumTemps. */
-        case WINED3D_SHADER_VERSION(2, 0):
-            shader->limits.constant_float = 32;
-            shader->limits.constant_int = 16;
-            shader->limits.constant_bool = 16;
-            shader->limits.sampler = 16;
-            shader->limits.packed_input = 0;
-            break;
-
-        case WINED3D_SHADER_VERSION(2, 1):
-            shader->limits.constant_float = 32;
-            shader->limits.constant_int = 16;
-            shader->limits.constant_bool = 16;
-            shader->limits.sampler = 16;
-            shader->limits.packed_input = 0;
-            break;
-
-        case WINED3D_SHADER_VERSION(3, 0):
-            shader->limits.constant_float = min(224, ps_uniform_count);
-            shader->limits.constant_int = 16;
-            shader->limits.constant_bool = 16;
-            shader->limits.sampler = 16;
-            shader->limits.packed_input = 12;
-            break;
-
-        case WINED3D_SHADER_VERSION(4, 0):
-            shader->limits.sampler = 16; /* FIXME: 128 resources, 16 sampler states */
-            shader->limits.constant_int = 0;
-            shader->limits.constant_float = 0;
-            shader->limits.constant_bool = 0;
-            shader->limits.packed_input = 32;
-            break;
-
-        default:
-            shader->limits.constant_float = 32;
-            shader->limits.constant_int = 16;
-            shader->limits.constant_bool = 16;
-            shader->limits.sampler = 16;
-            shader->limits.packed_input = 0;
-            FIXME("Unrecognized pixel shader version %u.%u\n",
-                    shader->reg_maps.shader_version.major,
-                    shader->reg_maps.shader_version.minor);
+        FIXME("Unexpected shader version \"%u.%u\".\n",
+                shader->reg_maps.shader_version.major,
+                shader->reg_maps.shader_version.minor);
+        shader->limits = &limits_array[max(0, i - 1)].limits;
     }
 }
 
@@ -607,7 +520,7 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
             }
             else
             {
-                if (reg->idx[0].offset >= min(shader->limits.constant_float, constf_size))
+                if (reg->idx[0].offset >= min(shader->limits->constant_float, constf_size))
                 {
                     WARN("Shader using float constant %u which is not supported.\n", reg->idx[0].offset);
                     return FALSE;
@@ -620,7 +533,7 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
             break;
 
         case WINED3DSPR_CONSTINT:
-            if (reg->idx[0].offset >= shader->limits.constant_int)
+            if (reg->idx[0].offset >= shader->limits->constant_int)
             {
                 WARN("Shader using integer constant %u which is not supported.\n", reg->idx[0].offset);
                 return FALSE;
@@ -632,7 +545,7 @@ static BOOL shader_record_register_usage(struct wined3d_shader *shader, struct w
             break;
 
         case WINED3DSPR_CONSTBOOL:
-            if (reg->idx[0].offset >= shader->limits.constant_bool)
+            if (reg->idx[0].offset >= shader->limits->constant_bool)
             {
                 WARN("Shader using bool constant %u which is not supported.\n", reg->idx[0].offset);
                 return FALSE;
@@ -691,23 +604,10 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
     fe->shader_read_header(fe_data, &ptr, &shader_version);
     reg_maps->shader_version = shader_version;
 
-    switch (reg_maps->shader_version.type)
-    {
-        case WINED3D_SHADER_TYPE_VERTEX:
-            vertexshader_set_limits(shader);
-            break;
-        case WINED3D_SHADER_TYPE_GEOMETRY:
-            geometryshader_set_limits(shader);
-            break;
-        case WINED3D_SHADER_TYPE_PIXEL:
-            pixelshader_set_limits(shader);
-            break;
-        default:
-            FIXME("Unexpected shader type %u found.\n", reg_maps->shader_version.type);
-    }
+    shader_set_limits(shader);
 
     reg_maps->constf = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
-            sizeof(*reg_maps->constf) * ((min(shader->limits.constant_float, constf_size) + 31) / 32));
+            sizeof(*reg_maps->constf) * ((min(shader->limits->constant_float, constf_size) + 31) / 32));
     if (!reg_maps->constf)
     {
         ERR("Failed to allocate constant map memory.\n");
@@ -2002,11 +1902,11 @@ HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *sh
 
     TRACE("shader %p, start_idx %u, src_data %p, count %u.\n", shader, start_idx, src_data, count);
 
-    if (end_idx > shader->limits.constant_float)
+    if (end_idx > shader->limits->constant_float)
     {
         WARN("end_idx %u > float constants limit %u.\n",
-                end_idx, shader->limits.constant_float);
-        end_idx = shader->limits.constant_float;
+                end_idx, shader->limits->constant_float);
+        end_idx = shader->limits->constant_float;
     }
 
     for (i = start_idx; i < end_idx; ++i)
@@ -2169,7 +2069,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
     if (shader->reg_maps.shader_version.major == 1
             && shader->reg_maps.shader_version.minor <= 3)
     {
-        for (i = 0; i < shader->limits.sampler; ++i)
+        for (i = 0; i < shader->limits->sampler; ++i)
         {
             DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
 
@@ -2223,7 +2123,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
     if (shader->reg_maps.shader_version.major == 1
             && shader->reg_maps.shader_version.minor <= 4)
     {
-        for (i = 0; i < shader->limits.sampler; ++i)
+        for (i = 0; i < shader->limits->sampler; ++i)
         {
             const struct wined3d_texture *texture = state->textures[i];
 
@@ -2393,7 +2293,7 @@ void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types)
 
     if (reg_maps->shader_version.major != 1) return;
 
-    for (i = 0; i < shader->limits.sampler; ++i)
+    for (i = 0; i < shader->limits->sampler; ++i)
     {
         /* We don't sample from this sampler. */
         if (!sampler_type[i]) continue;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 25d2406..f4ded4f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2856,7 +2856,7 @@ struct wined3d_pixel_shader
 struct wined3d_shader
 {
     LONG ref;
-    struct wined3d_shader_limits limits;
+    const struct wined3d_shader_limits *limits;
     DWORD *function;
     UINT functionLength;
     BOOL load_local_constsF;
-- 
2.0.4




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