This patch caused regresion in Half-Life 2 Episode One, if i have "UseGLSL"="enabled" HalfLife 2 Episode One crash about 20 seconds after start and menu page is completly white! Only the second part (second gl_max /= 4;) is the bad one, with first part evrything works well.
Mirek
H. Verbeet napsal(a):
GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB and GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB return the number of available uniform components. A 4-component float vector need 4 uniform components.
Changelog:
- Report the correct number of available 4-component float vectors for
GLSL
dlls/wined3d/directx.c | 2 ++ 1 files changed, 2 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index fdde6ea..0e61c67 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -546,6 +546,7 @@ #undef USE_GL_FUNC } else if (strcmp(ThisExtn, "GL_ARB_fragment_shader") == 0) { gl_info->supported[ARB_FRAGMENT_SHADER] = TRUE; glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_max /= 4; TRACE_(d3d_caps)(" FOUND: ARB_fragment_shader (GLSL) support - max float ps constants=%u\n", gl_max); gl_info->ps_glsl_constantsF = gl_max; } else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) {
@@ -618,6 +619,7 @@ #undef USE_GL_FUNC } else if (strcmp(ThisExtn, "GL_ARB_vertex_shader") == 0) { gl_info->supported[ARB_VERTEX_SHADER] = TRUE; glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
gl_max /= 4; TRACE_(d3d_caps)(" FOUND: ARB_vertex_shader (GLSL) support - max float vs constants=%u\n", gl_max); gl_info->vs_glsl_constantsF = gl_max; } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {