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diff --git a/dlls/d3d9/d3d9_private.h b/dlls/d3d9/d3d9_private.h
index 6e84faf..e90b43a 100644
--- a/dlls/d3d9/d3d9_private.h
+++ b/dlls/d3d9/d3d9_private.h
@@ -315,7 +315,7 @@ HRESULT vertexshader_init(struct d3d9_vertexshader *shader,
struct d3d9_device *device, const DWORD *byte_code) DECLSPEC_HIDDEN;
struct d3d9_vertexshader *unsafe_impl_from_IDirect3DVertexShader9(IDirect3DVertexShader9 *iface) DECLSPEC_HIDDEN;
-#define D3D9_MAX_VERTEX_SHADER_CONSTANTF 256
+#define D3D9_MAX_VERTEX_SHADER_CONSTANTF 1024
#define D3D9_MAX_SIMULTANEOUS_RENDERTARGETS 4
struct d3d9_pixelshader
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 7e85988..cdc25a2 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -427,14 +427,14 @@ static void shader_set_limits(struct wined3d_shader *shader)
vs_limits[] =
{
/* min_version, max_version, sampler, constant_int, constant_float, constant_bool, packed_output, packed_input */
- {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, 256, 0, 12, 0}},
- {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, 256, 16, 12, 0}},
+ {WINED3D_SHADER_VERSION(1, 0), WINED3D_SHADER_VERSION(1, 1), { 0, 0, /*256 */1024, 0, 12, 0}},
+ {WINED3D_SHADER_VERSION(2, 0), WINED3D_SHADER_VERSION(2, 1), { 0, 16, /*256 */1024, 16, 12, 0}},
/* DX10 cards on Windows advertise a D3D9 constant limit of 256
* even though they are capable of supporting much more (GL
* drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0
* shaders to 256. */
- {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, 256, 16, 12, 0}},
+ {WINED3D_SHADER_VERSION(3, 0), WINED3D_SHADER_VERSION(3, 0), { 4, 16, /*256*/1024, 16, 12, 0}},
{WINED3D_SHADER_VERSION(4, 0), WINED3D_SHADER_VERSION(4, 0), {16, 0, 0, 0, 16, 0}},
{0}
},
@@ -743,8 +743,10 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
break;
}
if (shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3
- && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx)
+ && semantic->usage == WINED3D_DECL_USAGE_POSITION && !semantic->usage_idx) {
+ WARN("shader_version.type == WINED3D_SHADER_TYPE_PIXEL && shader_version.major == 3 ...\n");
return WINED3DERR_INVALIDCALL;
+ }
reg_maps->input_registers |= 1u << reg_idx;
shader_signature_from_semantic(&input_signature_elements[reg_idx], semantic);
break;
@@ -886,8 +888,10 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
for (i = 0; i < ins.dst_count; ++i)
{
if (!shader_record_register_usage(shader, reg_maps, &ins.dst[i].reg,
- shader_version.type, constf_size))
+ shader_version.type, constf_size)) {
+ WARN("!shader_record_register_usage\n");
return WINED3DERR_INVALIDCALL;
+ }
if (shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
{
@@ -1061,8 +1065,10 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
if (ins.predicate)
if (!shader_record_register_usage(shader, reg_maps, &ins.predicate->reg,
- shader_version.type, constf_size))
+ shader_version.type, constf_size)) {
+ WARN("!shader_record_register_usage (2)");
return WINED3DERR_INVALIDCALL;
+ }
for (i = 0; i < ins.src_count; ++i)
{
@@ -1070,14 +1076,18 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
struct wined3d_shader_register reg = ins.src[i].reg;
if (!shader_record_register_usage(shader, reg_maps, &ins.src[i].reg,
- shader_version.type, constf_size))
+ shader_version.type, constf_size)) {
+ WARN("!shader_record_register_usage (3)\n");
return WINED3DERR_INVALIDCALL;
+ }
while (count)
{
++reg.idx[0].offset;
if (!shader_record_register_usage(shader, reg_maps, ®,
- shader_version.type, constf_size))
+ shader_version.type, constf_size)) {
+ WARN("!shader_record_register_usage (4)");
return WINED3DERR_INVALIDCALL;
+ }
--count;
}
@@ -1090,7 +1100,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, const st
shader->u.ps.color0_reg = ins.src[i].reg.idx[0].offset;
}
}
- }
+ } //for (i = 0; i < ins.src_count; ++i)
}
}
reg_maps->loop_depth = max_loop_depth;
@@ -2071,8 +2081,10 @@ static HRESULT shader_set_function(struct wined3d_shader *shader, const DWORD *b
/* Second pass: figure out which registers are used, what the semantics are, etc. */
if (FAILED(hr = shader_get_registers_used(shader, fe, reg_maps, &shader->input_signature,
- &shader->output_signature, byte_code, float_const_count)))
- return hr;
+ &shader->output_signature, byte_code, float_const_count))) {
+ WARN("Error shader_get_registers_used\n");
+ return hr;
+ }
if (reg_maps->shader_version.type != type)
{
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