On 1 June 2016 at 23:16, Matteo Bruni mbruni@codeweavers.com wrote:
- if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
- {
for (i = 0; i < gl_info->limits.clipplanes; ++i)
shader_glsl_clip_plane_uniform(context, state, i, prog);
- }
It's not wrong, but it seems somewhat arbitrary to use the legacy/fixed function clip plane limit.
2016-06-02 14:41 GMT+02:00 Henri Verbeet hverbeet@gmail.com:
On 1 June 2016 at 23:16, Matteo Bruni mbruni@codeweavers.com wrote:
- if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
- {
for (i = 0; i < gl_info->limits.clipplanes; ++i)
shader_glsl_clip_plane_uniform(context, state, i, prog);
- }
It's not wrong, but it seems somewhat arbitrary to use the legacy/fixed function clip plane limit.
It turns out that GL_MAX_CLIP_PLANES and GL_MAX_CLIP_DISTANCES also have the same value so gl_info->limits.clipplanes is actually the clip distances count on core profile (which is at least 8 by spec). I forgot about it when cleaning up the patch :/
I can write a follow up patch to rename limits.clipplanes and use the "modern" enum to get the limit.