wined3d: Support the full amount of constants in GLSL.

This patch advertises all GL reported float uniforms to the D3D app to
reach the 256 constants required by Shader Model 3.0 on dx9 cards. If
the shader does not use indirect addressing, all 256 constants are
declared. The compiler can then figure out which constants are
actually used. This makes shaders work that use high constant indices,
but don't use all 256 constants.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 65640b3..3a0eaab 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2244,6 +2244,7 @@
 /* Math utils */
 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
 UINT wined3d_log2i(UINT32 x);
+unsigned int count_bits(unsigned int mask);
 
 typedef struct local_constant {
     struct list entry;
@@ -2318,7 +2319,7 @@
     UINT                            functionLength;
     UINT                            cur_loop_depth, cur_loop_regno;
     BOOL                            load_local_constsF;
-    BOOL                            uses_bool_consts, uses_int_consts;
+    BOOL                            num_bool_consts, num_int_consts;
 
     /* Type of shader backend */
     int shader_mode;