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wine
wine-cw
Commits
163ee765
Commit
163ee765
authored
May 25, 2006
by
Phil Costin
Committed by
Alexandre Julliard
May 25, 2006
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Plain Diff
wined3d: Shader caps fix - code relocation.
parent
54e5f9c4
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directx.c
dlls/wined3d/directx.c
+10
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dlls/wined3d/directx.c
View file @
163ee765
...
@@ -1696,6 +1696,16 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
...
@@ -1696,6 +1696,16 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
*
pCaps
->
MaxStreams
=
MAX_STREAMS
;
*
pCaps
->
MaxStreams
=
MAX_STREAMS
;
*
pCaps
->
MaxStreamStride
=
1024
;
*
pCaps
->
MaxStreamStride
=
1024
;
/* Determine shader mode to use based on GL caps */
if
(
GL_SUPPORT
(
ARB_SHADING_LANGUAGE_100
)
&&
wined3d_settings
.
glslRequested
&&
(
wined3d_settings
.
vs_mode
==
VS_HW
||
wined3d_settings
.
ps_mode
==
PS_HW
))
wined3d_settings
.
shader_mode
=
SHADER_GLSL
;
else
if
((
GL_SUPPORT
(
ARB_VERTEX_PROGRAM
)
&&
wined3d_settings
.
vs_mode
==
VS_HW
)
||
(
GL_SUPPORT
(
ARB_FRAGMENT_PROGRAM
)
&&
wined3d_settings
.
ps_mode
==
PS_HW
))
wined3d_settings
.
shader_mode
=
SHADER_ARB
;
else
wined3d_settings
.
shader_mode
=
SHADER_SW
;
if
(
wined3d_settings
.
vs_mode
==
VS_HW
&&
wined3d_settings
.
shader_mode
==
SHADER_GLSL
if
(
wined3d_settings
.
vs_mode
==
VS_HW
&&
wined3d_settings
.
shader_mode
==
SHADER_GLSL
&&
DeviceType
!=
WINED3DDEVTYPE_REF
)
{
&&
DeviceType
!=
WINED3DDEVTYPE_REF
)
{
*
pCaps
->
VertexShaderVersion
=
D3DVS_VERSION
(
3
,
0
);
*
pCaps
->
VertexShaderVersion
=
D3DVS_VERSION
(
3
,
0
);
...
@@ -1846,16 +1856,6 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3
...
@@ -1846,16 +1856,6 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3
IWineD3DImpl_FillGLCaps
(
&
This
->
gl_info
,
IWineD3DImpl_GetAdapterDisplay
(
iface
,
Adapter
));
IWineD3DImpl_FillGLCaps
(
&
This
->
gl_info
,
IWineD3DImpl_GetAdapterDisplay
(
iface
,
Adapter
));
LEAVE_GL
();
LEAVE_GL
();
/* Determine shader mode to use based on GL caps */
if
(
GL_SUPPORT
(
ARB_SHADING_LANGUAGE_100
)
&&
wined3d_settings
.
glslRequested
&&
(
wined3d_settings
.
vs_mode
==
VS_HW
||
wined3d_settings
.
ps_mode
==
PS_HW
))
wined3d_settings
.
shader_mode
=
SHADER_GLSL
;
else
if
((
GL_SUPPORT
(
ARB_VERTEX_PROGRAM
)
&&
wined3d_settings
.
vs_mode
==
VS_HW
)
||
(
GL_SUPPORT
(
ARB_FRAGMENT_PROGRAM
)
&&
wined3d_settings
.
ps_mode
==
PS_HW
))
wined3d_settings
.
shader_mode
=
SHADER_ARB
;
else
wined3d_settings
.
shader_mode
=
SHADER_SW
;
/* set the state of the device to valid */
/* set the state of the device to valid */
object
->
state
=
WINED3D_OK
;
object
->
state
=
WINED3D_OK
;
...
...
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