http://bugs.winehq.org/show_bug.cgi?id=30232
--- Comment #15 from julusp@gmail.com 2012-04-03 19:54:00 CDT --- Sorry, i didn't noticed the glsl in var name. Anyway I played a little with the hack. The slowdown is caused by removing gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
the removing of fragment limit has no effect on performance. The googling confirms, that the reported number for MAX_VERTEX_UNIFORM_COMPONENTS for ATI is wrong, and should be divided by 16 and not by 4 as is in the declaration. thus resulting in 256 max. (at least on mac)
Anyway for reporting to apple we need test case.