http://bugs.winehq.org/show_bug.cgi?id=14762
--- Comment #26 from Tobias Jakobi liquid.acid@gmx.net 2008-11-25 17:54:59 --- Yeah, thought so that this won't solve the issue with uniform consumption.
I only did choose this approach because I didn't know where wined3d passes uniforms to the shader.
I see more problems here: What if a shader program doesn't sample from a single texture but multiple ones. In that case we even consume more than a single vec2.
So we need at least 2 * nr_of_textures_sampled_from float uniforms here to make this work.
In any case the uniform state has to be updated when the texture bindings change. That looks like the hardest part to me, but probably it gets much worse than I can imagine now :(