Increase DX11 uniform count to 1024.
TRAC #22243
Signed-off-by: Jamie Madill
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1774 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index f3c949e..107d8f2 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -1658,11 +1658,11 @@
void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
{
- float vector[gl::D3D9_MAX_FLOAT_CONSTANTS * 4];
+ float vector[D3D9_MAX_FLOAT_CONSTANTS * 4];
if (targetUniform->psRegisterIndex >= 0 || targetUniform->vsRegisterIndex >= 0)
{
- ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
for (int i = 0; i < count; i++)
{
for (int j = 0; j < 4; j++)
@@ -1697,8 +1697,8 @@
void Renderer9::applyUniform1iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
{
- ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
- gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
+ gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
for (int i = 0; i < count; i++)
{
@@ -1710,8 +1710,8 @@
void Renderer9::applyUniform2iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
{
- ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
- gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
+ gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
for (int i = 0; i < count; i++)
{
@@ -1725,8 +1725,8 @@
void Renderer9::applyUniform3iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
{
- ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
- gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
+ gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
for (int i = 0; i < count; i++)
{
@@ -1740,8 +1740,8 @@
void Renderer9::applyUniform4iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
{
- ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
- gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
+ gl::Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
for (int i = 0; i < count; i++)
{
@@ -2242,12 +2242,12 @@
int Renderer9::getMaxVertexUniformVectors() const
{
- return gl::MAX_VERTEX_UNIFORM_VECTORS;
+ return MAX_VERTEX_UNIFORM_VECTORS;
}
int Renderer9::getMaxFragmentUniformVectors() const
{
- return getMajorShaderModel() >= 3 ? gl::MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : gl::MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
+ return getMajorShaderModel() >= 3 ? MAX_FRAGMENT_UNIFORM_VECTORS_SM3 : MAX_FRAGMENT_UNIFORM_VECTORS_SM2;
}
bool Renderer9::getNonPower2TextureSupport() const