UTIL_CHECK_SHADER(FRAGMENT, MAX_INSTRUCTIONS, 512),
UTIL_CHECK_SHADER(FRAGMENT, MAX_INPUTS, 10),
UTIL_CHECK_SHADER(FRAGMENT, MAX_TEMPS, 32),
- UTIL_CHECK_SHADER(FRAGMENT, MAX_ADDRS, 1),
- UTIL_CHECK_SHADER(FRAGMENT, MAX_CONSTS, 224),
+ UTIL_CHECK_SHADER(FRAGMENT, MAX_CONST_BUFFER_SIZE, 224 * 16),
UTIL_CHECK_SHADER(VERTEX, MAX_INSTRUCTIONS, 512),
UTIL_CHECK_SHADER(VERTEX, MAX_INPUTS, 16),
UTIL_CHECK_SHADER(VERTEX, MAX_TEMPS, 32),
- UTIL_CHECK_SHADER(VERTEX, MAX_ADDRS, 2),
- UTIL_CHECK_SHADER(VERTEX, MAX_CONSTS, 256),
+ UTIL_CHECK_SHADER(VERTEX, MAX_CONST_BUFFER_SIZE, 256 * 16),
UTIL_CHECK_TERMINATE
};