D3DPIPECAP(TWO_SIDED_STENCIL, D3DSTENCILCAPS_TWOSIDED);
pCaps->FVFCaps =
- (D3DFVFCAPS_TEXCOORDCOUNTMASK & 0xff) |
+ 8 | /* 8 textures max */
/*D3DFVFCAPS_DONOTSTRIPELEMENTS |*/
D3DFVFCAPS_PSIZE;
pCaps->MaxPointSize = screen->get_paramf(screen, PIPE_CAPF_MAX_POINT_WIDTH);
- pCaps->MaxPrimitiveCount = 0xFFFFF; /* <- wine, really 0xFFFFFFFF; */
- pCaps->MaxVertexIndex = 0xFFFFF; /* <- wine, really 0xFFFFFFFF */
+ pCaps->MaxPrimitiveCount = 0x555555; /* <- wine, really 0xFFFFFFFF; */
+ pCaps->MaxVertexIndex = 0xFFFFFF; /* <- wine, really 0xFFFFFFFF */
pCaps->MaxStreams =
_min(screen->get_shader_param(screen,
PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_MAX_INPUTS),