Re: [4/8] WineD3D: Support the full amount of constants in GLSL
2009/4/9 Stefan Dösinger <stefan(a)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?
Am Freitag, 10. April 2009 11:52:31 schrieb Henri Verbeet:
2009/4/9 Stefan Dösinger <stefan(a)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
participants (2)
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Henri Verbeet -
Stefan Dösinger