wined3d: Deal with reserved shader constants in the backend.
commit754b5cf2adc73a917d7d60c35d5cad5897a5e92d
authorStefan Dösinger <stefan@codeweavers.com>
Sun, 22 Mar 2009 11:24:28 +0000 (22 12:24 +0100)
committerAlexandre Julliard <julliard@winehq.org>
Fri, 10 Apr 2009 09:22:55 +0000 (10 11:22 +0200)
treefe1490bead9bf88cc15e0b6d58d17b9c1f35fafe
parent0af0bafd6ae40f9832d9c630c24a6696ac284631
wined3d: Deal with reserved shader constants in the backend.

This moves the GLSL and ARB specific reserved constants out of directx.c into
the get_caps methods of the shader backends. That way the number of reserved
constants remains in the backend.

GL_LIMITS({v/p}shader_constantsF) now contains the real number of constants as
advertised by GL instead of some mixture of GL info and backend implementation
specifics. This makes it easier for backends to decide how many constants to
use.
dlls/wined3d/arb_program_shader.c
dlls/wined3d/device.c
dlls/wined3d/directx.c
dlls/wined3d/glsl_shader.c
dlls/wined3d/wined3d_private.h