Signed-off-by: Matteo Bruni mbruni@codeweavers.com --- It's deprecated in core profile and removed in forward-compatible contexts, although the spec suggests that it has a use still: "Additionally, when linking a program containing only a vertex and fragment shader, there is a limit on the total number of components used as vertex shader outputs or fragment shader inputs. This limit is given by the value of the implementation-dependent constant MAX_VARYING_COMPONENTS."
Nvidia binary drivers on a GTX 970 report 128 for all the GL_MAX_*_{INPUT|OUTPUT}_COMPONENTS but only 124 for GL_MAX_VARYING_FLOATS_ARB. Actually that is correct since GL_MAX_VARYING_FLOATS_ARB DOESN'T include gl_Position (see the same area of the spec as above).
Mesa (r600g at least) does return 128 for GL_MAX_VARYING_FLOATS_ARB, which means glsl_varyings will go down by 1 there. It shouldn't make any practical difference for us though.
dlls/wined3d/adapter_gl.c | 15 ++++++++++++--- 1 file changed, 12 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c index cedfe239bc..99df19cc31 100644 --- a/dlls/wined3d/adapter_gl.c +++ b/dlls/wined3d/adapter_gl.c @@ -3079,9 +3079,18 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info, struct gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max); gl_info->limits.glsl_ps_float_constants = gl_max / 4; TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants); - gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max); - gl_info->limits.glsl_varyings = gl_max; - TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4); + if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]) + { + gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max); + gl_info->limits.glsl_varyings = gl_max; + } + else + { + gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_INPUT_COMPONENTS, &gl_max); + gl_info->limits.glsl_varyings = gl_max - 4; + } + TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_info->limits.glsl_varyings, + gl_info->limits.glsl_varyings / 4);
if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT]) {