wined3d: Don't dirtify too many shader constants.

If we have start = 4, count = 3, the highest dirty constant is the one with index 6. start + count gives 7,
so it already includes the zero-based array correction. Don't add an additional 1.

Additionally to the inefficiency of looking at one extra constant, this causes problems if the driver
rejects loading 257 constants on the initial load. In this case no constant is loaded if
GL_EXT_gpu_program_parameters is used.
oldstable
Stefan Dösinger 2009-06-28 18:33:22 +02:00 committed by Alexandre Julliard
parent bbfe59bc93
commit c82da7d975
1 changed files with 2 additions and 2 deletions

View File

@ -515,7 +515,7 @@ static void shader_arb_update_float_vertex_constants(IWineD3DDevice *iface, UINT
* context. On a context switch the old context will be fully dirtified */
memset(This->activeContext->vshader_const_dirty + start, 1,
sizeof(*This->activeContext->vshader_const_dirty) * count);
This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count + 1);
This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start + count);
}
static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
@ -526,7 +526,7 @@ static void shader_arb_update_float_pixel_constants(IWineD3DDevice *iface, UINT
* context. On a context switch the old context will be fully dirtified */
memset(This->activeContext->pshader_const_dirty + start, 1,
sizeof(*This->activeContext->pshader_const_dirty) * count);
This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count + 1);
This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start + count);
}
static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)