Commit 48e03bc1 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Introduce a separate structure for various OpenGL implementation limits.

parent d7b08761
......@@ -629,13 +629,13 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
*/
if (pshader)
{
max_constantsF = gl_info->max_ps_arb_native_constants;
max_constantsF = gl_info->limits.arb_ps_native_constants;
}
else
{
if(This->baseShader.reg_maps.usesrelconstF) {
DWORD highest_constf = 0, clip_limit;
max_constantsF = gl_info->max_vs_arb_native_constants - reserved_vs_const(iface, gl_info);
max_constantsF = gl_info->limits.arb_vs_native_constants - reserved_vs_const(iface, gl_info);
max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
for(i = 0; i < This->baseShader.limits.constant_float; i++)
......@@ -647,7 +647,7 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
{
clip_limit = gl_info->max_clipplanes;
clip_limit = gl_info->limits.clipplanes;
}
else
{
......@@ -658,14 +658,14 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
max_constantsF -= *num_clipplanes;
if(*num_clipplanes < clip_limit)
{
WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->max_clipplanes);
WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->limits.clipplanes);
}
}
else
{
if (ctx->target_version >= NV2) *num_clipplanes = gl_info->max_clipplanes;
else *num_clipplanes = min(gl_info->max_clipplanes, 4);
max_constantsF = gl_info->max_vs_arb_native_constants;
if (ctx->target_version >= NV2) *num_clipplanes = gl_info->limits.clipplanes;
else *num_clipplanes = min(gl_info->limits.clipplanes, 4);
max_constantsF = gl_info->limits.arb_vs_native_constants;
}
}
......@@ -703,11 +703,11 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
*/
if(pshader)
{
max_constantsF = min(max_constantsF, gl_info->max_ps_arb_constantsF);
max_constantsF = min(max_constantsF, gl_info->limits.arb_ps_float_constants);
}
else
{
max_constantsF = min(max_constantsF, gl_info->max_vs_arb_constantsF);
max_constantsF = min(max_constantsF, gl_info->limits.arb_vs_float_constants);
}
/* Avoid declaring more constants than needed */
......@@ -2951,7 +2951,7 @@ static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_sh
unsigned int cur_clip = 0;
char component[4] = {'x', 'y', 'z', 'w'};
for (i = 0; i < gl_info->max_clipplanes; ++i)
for (i = 0; i < gl_info->limits.clipplanes; ++i)
{
if(args->boolclip.clipplane_mask & (1 << i))
{
......@@ -3493,7 +3493,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct
struct arb_ps_np2fixup_info* const fixup = priv_ctx.cur_np2fixup_info;
const WORD map = priv_ctx.cur_ps_args->super.np2_fixup;
const UINT max_lconsts = gl_info->max_ps_arb_local_constants;
const UINT max_lconsts = gl_info->limits.arb_ps_local_constants;
fixup->offset = next_local;
fixup->super.active = 0;
......@@ -4010,7 +4010,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
if (!device->vs_clipping)
shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
gl_info->max_texture_stages - 1);
gl_info->limits.texture_stages - 1);
else
shader_data->clipplane_emulation = ~0U;
}
......@@ -4219,7 +4219,7 @@ static inline void find_arb_vs_compile_args(IWineD3DVertexShaderImpl *shader, IW
args->ps_signature = ~0;
if(!dev->vs_clipping)
{
args->boolclip.clip_texcoord = ffp_clip_emul(stateblock) ? gl_info->max_texture_stages : 0;
args->boolclip.clip_texcoord = ffp_clip_emul(stateblock) ? gl_info->limits.texture_stages : 0;
}
/* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
}
......@@ -4542,8 +4542,8 @@ static BOOL shader_arb_dirty_const(IWineD3DDevice *iface) {
static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info,
struct shader_caps *pCaps)
{
DWORD vs_consts = min(gl_info->max_vs_arb_constantsF, gl_info->max_vs_arb_native_constants);
DWORD ps_consts = min(gl_info->max_ps_arb_constantsF, gl_info->max_ps_arb_native_constants);
DWORD vs_consts = min(gl_info->limits.arb_vs_float_constants, gl_info->limits.arb_vs_native_constants);
DWORD ps_consts = min(gl_info->limits.arb_ps_float_constants, gl_info->limits.arb_ps_native_constants);
/* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
* then overwrite the shader specific ones
......@@ -5232,7 +5232,7 @@ static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info
/* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
caps->MaxTextureBlendStages = 8;
caps->MaxSimultaneousTextures = min(gl_info->max_fragment_samplers, 8);
caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
}
......@@ -5886,7 +5886,7 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
return;
}
new_desc->num_textures_used = 0;
for (i = 0; i < context->gl_info->max_texture_stages; ++i)
for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
{
if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
new_desc->num_textures_used = i;
......
......@@ -402,7 +402,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())");
/* Pass 1: Generate sampling instructions for perturbation maps */
for (stage = 0; stage < gl_info->max_textures; ++stage)
for (stage = 0; stage < gl_info->limits.textures; ++stage)
{
if(op[stage].cop == WINED3DTOP_DISABLE) break;
if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
......@@ -428,7 +428,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
}
/* Pass 2: Generate perturbation calculations */
for (stage = 0; stage < gl_info->max_textures; ++stage)
for (stage = 0; stage < gl_info->limits.textures; ++stage)
{
GLuint argmodextra_x, argmodextra_y;
struct color_fixup_desc fixup;
......@@ -477,7 +477,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
}
/* Pass 3: Generate sampling instructions for regular textures */
for (stage = 0; stage < gl_info->max_textures; ++stage)
for (stage = 0; stage < gl_info->limits.textures; ++stage)
{
if(op[stage].cop == WINED3DTOP_DISABLE) {
break;
......@@ -818,7 +818,7 @@ static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, st
return;
}
new_desc->num_textures_used = 0;
for (i = 0; i < context->gl_info->max_texture_stages; ++i)
for (i = 0; i < context->gl_info->limits.texture_stages; ++i)
{
if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
new_desc->num_textures_used = i;
......
......@@ -88,7 +88,7 @@ static void context_clean_fbo_attachments(const struct wined3d_gl_info *gl_info)
{
unsigned int i;
for (i = 0; i < gl_info->max_buffers; ++i)
for (i = 0; i < gl_info->limits.buffers; ++i)
{
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
......@@ -295,7 +295,7 @@ static void context_check_fbo_status(struct wined3d_context *context)
}
/* Dump the FBO attachments */
for (i = 0; i < gl_info->max_buffers; ++i)
for (i = 0; i < gl_info->limits.buffers; ++i)
{
attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
if (attachment)
......@@ -322,8 +322,8 @@ static struct fbo_entry *context_create_fbo_entry(struct wined3d_context *contex
struct fbo_entry *entry;
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(*entry));
entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->max_buffers * sizeof(*entry->render_targets));
memcpy(entry->render_targets, device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets));
entry->render_targets = HeapAlloc(GetProcessHeap(), 0, gl_info->limits.buffers * sizeof(*entry->render_targets));
memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
entry->depth_stencil = device->stencilBufferTarget;
entry->attached = FALSE;
entry->id = 0;
......@@ -340,7 +340,7 @@ static void context_reuse_fbo_entry(struct wined3d_context *context, struct fbo_
context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id);
context_clean_fbo_attachments(gl_info);
memcpy(entry->render_targets, device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets));
memcpy(entry->render_targets, device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets));
entry->depth_stencil = device->stencilBufferTarget;
entry->attached = FALSE;
}
......@@ -370,7 +370,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context)
LIST_FOR_EACH_ENTRY(entry, &context->fbo_list, struct fbo_entry, entry)
{
if (!memcmp(entry->render_targets,
device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets))
device->render_targets, gl_info->limits.buffers * sizeof(*entry->render_targets))
&& entry->depth_stencil == device->stencilBufferTarget)
{
list_remove(&entry->entry);
......@@ -408,7 +408,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
if (!entry->attached)
{
/* Apply render targets */
for (i = 0; i < gl_info->max_buffers; ++i)
for (i = 0; i < gl_info->limits.buffers; ++i)
{
IWineD3DSurface *render_target = device->render_targets[i];
context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
......@@ -428,7 +428,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
}
else
{
for (i = 0; i < gl_info->max_buffers; ++i)
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if (device->render_targets[i])
context_apply_attachment_filter_states(device->render_targets[i], FALSE);
......@@ -437,7 +437,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
context_apply_attachment_filter_states(device->stencilBufferTarget, FALSE);
}
for (i = 0; i < gl_info->max_buffers; ++i)
for (i = 0; i < gl_info->limits.buffers; ++i)
{
if (device->render_targets[i])
device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
......@@ -621,7 +621,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
continue;
}
for (j = 0; j < gl_info->max_buffers; ++j)
for (j = 0; j < gl_info->limits.buffers; ++j)
{
if (entry->render_targets[j] == (IWineD3DSurface *)resource)
{
......@@ -1434,7 +1434,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
/* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
* the previous texture where to source the offset from is always unit - 1.
*/
for (s = 1; s < gl_info->max_textures; ++s)
for (s = 1; s < gl_info->limits.textures; ++s)
{
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
......@@ -1460,7 +1460,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
}
for (s = 0; s < gl_info->max_point_sprite_units; ++s)
for (s = 0; s < gl_info->limits.point_sprite_units; ++s)
{
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
......@@ -1667,7 +1667,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context
* The blitting code uses (for now) the fixed function pipeline, so make sure to reset all fixed
* function texture unit. No need to care for higher samplers
*/
for (i = gl_info->max_textures - 1; i > 0 ; --i)
for (i = gl_info->limits.textures - 1; i > 0 ; --i)
{
sampler = This->rev_tex_unit_map[i];
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
......@@ -2061,7 +2061,7 @@ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit
{
if (GL_SUPPORT(ARB_DRAW_BUFFERS))
{
GL_EXTCALL(glDrawBuffersARB(gl_info->max_buffers, device->draw_buffers));
GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, device->draw_buffers));
checkGLcall("glDrawBuffers()");
}
else
......
......@@ -1698,7 +1698,7 @@ static void create_dummy_textures(IWineD3DDeviceImpl *This) {
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
}
for (i = 0; i < This->adapter->gl_info.max_textures; ++i)
for (i = 0; i < This->adapter->gl_info.limits.textures; ++i)
{
GLubyte white = 255;
......@@ -1761,9 +1761,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(IWineD3DSurface *) * gl_info->max_buffers);
sizeof(IWineD3DSurface *) * gl_info->limits.buffers);
This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(GLenum) * gl_info->max_buffers);
sizeof(GLenum) * gl_info->limits.buffers);
This->NumberOfPalettes = 1;
This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
......@@ -1787,7 +1787,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
/* Initialize the texture unit mapping to a 1:1 mapping */
for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
{
if (state < gl_info->max_fragment_samplers)
if (state < gl_info->limits.fragment_samplers)
{
This->texUnitMap[state] = state;
This->rev_tex_unit_map[state] = state;
......@@ -2738,7 +2738,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWO
TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
/* Validate Index */
if (Index >= This->adapter->gl_info.max_clipplanes)
if (Index >= This->adapter->gl_info.limits.clipplanes)
{
TRACE("Application has requested clipplane this device doesn't support\n");
return WINED3DERR_INVALIDCALL;
......@@ -2775,7 +2775,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWO
TRACE("(%p) : for idx %d\n", This, Index);
/* Validate Index */
if (Index >= This->adapter->gl_info.max_clipplanes)
if (Index >= This->adapter->gl_info.limits.clipplanes)
{
TRACE("Application has requested clipplane this device doesn't support\n");
return WINED3DERR_INVALIDCALL;
......@@ -3475,7 +3475,7 @@ static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.sampler_type;
const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
int start = min(MAX_COMBINED_SAMPLERS, This->adapter->gl_info.max_combined_samplers) - 1;
int start = min(MAX_COMBINED_SAMPLERS, This->adapter->gl_info.limits.combined_samplers) - 1;
int i;
if (ps) {
......@@ -4196,7 +4196,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
* Again stage Stage doesn't need to be dirtified here, it is handled below.
*/
for (i = Stage + 1; i < This->adapter->gl_info.max_texture_stages; ++i)
for (i = Stage + 1; i < This->adapter->gl_info.limits.texture_stages; ++i)
{
if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
break;
......@@ -5905,10 +5905,10 @@ static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *ifac
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (RenderTargetIndex >= This->adapter->gl_info.max_buffers)
if (RenderTargetIndex >= This->adapter->gl_info.limits.buffers)
{
ERR("(%p) : Only %d render targets are supported.\n",
This, This->adapter->gl_info.max_buffers);
This, This->adapter->gl_info.limits.buffers);
return WINED3DERR_INVALIDCALL;
}
......@@ -6178,10 +6178,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
if (RenderTargetIndex >= This->adapter->gl_info.max_buffers)
if (RenderTargetIndex >= This->adapter->gl_info.limits.buffers)
{
WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
This, RenderTargetIndex, This->adapter->gl_info.max_buffers);
This, RenderTargetIndex, This->adapter->gl_info.limits.buffers);
return WINED3DERR_INVALIDCALL;
}
......@@ -6647,7 +6647,7 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
This->shader_backend->shader_free_private(iface);
ENTER_GL();
for (i = 0; i < This->adapter->gl_info.max_textures; ++i)
for (i = 0; i < This->adapter->gl_info.limits.textures; ++i)
{
/* Textures are recreated below */
glDeleteTextures(1, &This->dummyTextureName[i]);
......@@ -6983,7 +6983,7 @@ void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resour
if (This->d3d_initialized)
{
for (i = 0; i < This->adapter->gl_info.max_buffers; ++i)
for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
{
if (This->render_targets[i] == (IWineD3DSurface *)resource) {
This->render_targets[i] = NULL;
......
......@@ -76,7 +76,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
BOOL pixelShader = use_ps(This->stateBlock);
BOOL specular_fog = FALSE;
UINT texture_stages = context->gl_info->max_texture_stages;
UINT texture_stages = context->gl_info->limits.texture_stages;
const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
const struct wined3d_stream_info_element *element;
......@@ -582,7 +582,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
if (This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE])
{
/* Invalidate the back buffer memory so LockRect will read it the next time */
for (i = 0; i < This->adapter->gl_info.max_buffers; ++i)
for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
{
target = (IWineD3DSurfaceImpl *)This->render_targets[i];
if (target)
......@@ -860,7 +860,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
checkGLcall("glLightModel for MODEL_AMBIENT");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
for (i = 3; i < context->gl_info->max_lights; ++i)
for (i = 3; i < context->gl_info->limits.lights; ++i)
{
glDisable(GL_LIGHT0 + i);
checkGLcall("glDisable(GL_LIGHT0 + i)");
......
......@@ -254,7 +254,7 @@ static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
DWORD mapped_unit = tex_unit_map[i];
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->max_fragment_samplers)
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
{
TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
......@@ -279,7 +279,7 @@ static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->max_combined_samplers)
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
{
TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
......@@ -794,7 +794,7 @@ static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT
static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
{
unsigned int ret = gl_info->max_glsl_varyings / 4;
unsigned int ret = gl_info->limits.glsl_varyings / 4;
/* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
if(shader_major > 3) return ret;
......@@ -842,9 +842,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
* 1) The shader really uses more uniforms than supported
* 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
*/
if(pshader) {
/* No indirect addressing here */
max_constantsF = gl_info->max_ps_glsl_constantsF;
if (pshader)
{
/* No indirect addressing here. */
max_constantsF = gl_info->limits.glsl_ps_float_constants;
}
else
{
......@@ -856,7 +857,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
*
* Writing gl_ClipPos requires one uniform for each clipplane as well.
*/
max_constantsF = gl_info->max_vs_glsl_constantsF - 3 - gl_info->max_clipplanes;
max_constantsF = gl_info->limits.glsl_vs_float_constants - 3 - gl_info->limits.clipplanes;
max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
/* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
* so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
......@@ -868,7 +869,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
}
else
{
max_constantsF = gl_info->max_vs_glsl_constantsF;
max_constantsF = gl_info->limits.glsl_vs_float_constants;
}
}
max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
......@@ -928,7 +929,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
}
if (reg_maps->vpos || reg_maps->usesdsy)
{
if (This->baseShader.limits.constant_float + extra_constants_needed + 1 < gl_info->max_ps_glsl_constantsF)
if (This->baseShader.limits.constant_float + extra_constants_needed
+ 1 < gl_info->limits.glsl_ps_float_constants)
{
shader_addline(buffer, "uniform vec4 ycorrection;\n");
((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
......@@ -1314,8 +1316,8 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
break;
case WINED3DSPR_COLOROUT:
if (reg->idx >= gl_info->max_buffers)
WARN("Write to render target %u, only %d supported\n", reg->idx, gl_info->max_buffers);
if (reg->idx >= gl_info->limits.buffers)
WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
sprintf(register_name, "gl_FragData[%u]", reg->idx);
break;
......@@ -4138,8 +4140,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
GL_EXTCALL(glLinkProgramARB(programId));
print_glsl_info_log(gl_info, programId);
entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * gl_info->max_vs_glsl_constantsF);
for (i = 0; i < gl_info->max_vs_glsl_constantsF; ++i)
entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
{
snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
......@@ -4149,8 +4152,9 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * gl_info->max_ps_glsl_constantsF);
for (i = 0; i < gl_info->max_ps_glsl_constantsF; ++i)
entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
{
snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
......@@ -4533,7 +4537,8 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
SIZE_T stack_size = wined3d_log2i(max(gl_info->max_vs_glsl_constantsF, gl_info->max_ps_glsl_constantsF)) + 1;
SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
gl_info->limits.glsl_ps_float_constants)) + 1;
if (!shader_buffer_init(&priv->shader_buffer))
{
......@@ -4548,13 +4553,13 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
goto fail;
}
if (!constant_heap_init(&priv->vconst_heap, gl_info->max_vs_glsl_constantsF))
if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
{
ERR("Failed to initialize vertex shader constant heap\n");
goto fail;
}
if (!constant_heap_init(&priv->pconst_heap, gl_info->max_ps_glsl_constantsF))
if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
{
ERR("Failed to initialize pixel shader constant heap\n");
goto fail;
......@@ -4624,12 +4629,12 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
* of native instructions, so use that here. For more info see the pixel shader versioning code below.
*/
if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
|| gl_info->max_ps_arb_instructions <= 512)
|| gl_info->limits.arb_ps_instructions <= 512)
pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
else
pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
pCaps->MaxVertexShaderConst = gl_info->max_vs_glsl_constantsF;
pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
/* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
* In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
......@@ -4643,12 +4648,12 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
* NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
*/
if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
|| (gl_info->max_ps_arb_instructions <= 512))
|| gl_info->limits.arb_ps_instructions <= 512)
pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
else
pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
pCaps->MaxPixelShaderConst = gl_info->max_ps_glsl_constantsF;
pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
/* FIXME: The following line is card dependent. -8.0 to 8.0 is the
* Direct3D minimum requirement.
......
......@@ -469,7 +469,7 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
{
if (tex_used && mapped_stage >= gl_info->max_textures)
if (tex_used && mapped_stage >= gl_info->limits.textures)
{
FIXME("Attempt to enable unsupported stage!\n");
return;
......@@ -501,7 +501,7 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->max_textures)
if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->limits.textures)
{
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
}
......@@ -558,7 +558,7 @@ static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
* will take care of this business
*/
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->max_textures) return;
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
......@@ -577,7 +577,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str
* map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
* for stage + 1. Keep the nvrc tex unit mapping in mind too
*/
if (mapped_stage < context->gl_info->max_textures)
if (mapped_stage < context->gl_info->limits.textures)
{
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
......@@ -662,8 +662,8 @@ static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype,
WINED3DTEXOPCAPS_PREMODULATE */
#endif
pCaps->MaxTextureBlendStages = gl_info->max_texture_stages;
pCaps->MaxSimultaneousTextures = gl_info->max_textures;
pCaps->MaxTextureBlendStages = gl_info->limits.texture_stages;
pCaps->MaxSimultaneousTextures = gl_info->limits.textures;
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
......
......@@ -261,10 +261,10 @@ static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
/* Don't do any register mapping magic if it is not needed, or if we can't
* achieve anything anyway */
if (highest_reg_used < (gl_info->max_glsl_varyings / 4)
|| num_regs_used > (gl_info->max_glsl_varyings / 4))
if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
|| num_regs_used > (gl_info->limits.glsl_varyings / 4))
{
if (num_regs_used > (gl_info->max_glsl_varyings / 4))
if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
{
/* This happens with relative addressing. The input mapper function
* warns about this if the higher registers are declared too, so
......
......@@ -1177,7 +1177,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
tmpfloat.f = 1.0f;
IWineD3DDevice_SetRenderState(device, WINED3DRS_PATCHSEGMENTS, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_DEBUGMONITORTOKEN, 0xbaadcafe);
tmpfloat.f = gl_info->max_pointsize;
tmpfloat.f = gl_info->limits.pointsize_max;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
......@@ -1271,7 +1271,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
}
for (i = 0; i < gl_info->max_textures; ++i)
for (i = 0; i < gl_info->limits.textures; ++i)
{
/* Note: This avoids calling SetTexture, so pretend it has been called */
This->changed.textures |= 1 << i;
......
......@@ -4198,7 +4198,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
}
TRACE("%p\n", This);
if ((This->pow2Width > gl_info->max_texture_size || This->pow2Height > gl_info->max_texture_size)
if ((This->pow2Width > gl_info->limits.texture_size || This->pow2Height > gl_info->limits.texture_size)
&& !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
{
/* one of three options
......
......@@ -916,7 +916,7 @@ static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3
TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
filtered = TRUE;
}
else if (gl_info->max_glsl_varyings > 44)
else if (gl_info->limits.glsl_varyings > 44)
{
TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
filtered = TRUE;
......@@ -2192,7 +2192,7 @@ BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]
const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
int x1 = Rect->left, x2 = Rect->right;
int y1 = Rect->top, y2 = Rect->bottom;
GLint maxSize = gl_info->max_texture_size;
GLint maxSize = gl_info->limits.texture_size;
TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
Rect->left, Rect->top, Rect->right, Rect->bottom);
......@@ -2275,8 +2275,9 @@ BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]
This->glRect.right = This->pow2Width;
}
if(This->pow2Height > maxSize) {
This->glRect.top = x1 - gl_info->max_texture_size / 2;
if (This->pow2Height > maxSize)
{
This->glRect.top = x1 - gl_info->limits.texture_size / 2;
if(This->glRect.top < 0) This->glRect.top = 0;
This->glRect.bottom = This->glRect.left + maxSize;
if(This->glRect.bottom > This->currentDesc.Height) {
......@@ -2350,7 +2351,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
for (i = 0; i < gl_info->max_texture_stages; ++i)
for (i = 0; i < gl_info->limits.texture_stages; ++i)
{
IWineD3DBaseTextureImpl *texture;
settings->op[i].padding = 0;
......@@ -2662,7 +2663,7 @@ void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
* will take care of this business
*/
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->max_textures) return;
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
......
......@@ -4057,46 +4057,49 @@ struct wined3d_fbo_ops
PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
};
struct wined3d_gl_limits
{
UINT buffers;
UINT lights;
UINT textures;
UINT texture_stages;
UINT fragment_samplers;
UINT vertex_samplers;
UINT combined_samplers;
UINT sampler_stages;
UINT clipplanes;
UINT texture_size;
UINT texture3d_size;
float pointsize_max;
float pointsize_min;
UINT point_sprite_units;
UINT blends;
UINT anisotropy;
float shininess;
UINT glsl_varyings;
UINT glsl_vs_float_constants;
UINT glsl_ps_float_constants;
UINT arb_vs_float_constants;
UINT arb_vs_native_constants;
UINT arb_vs_instructions;
UINT arb_vs_temps;
UINT arb_ps_float_constants;
UINT arb_ps_local_constants;
UINT arb_ps_native_constants;
UINT arb_ps_instructions;
UINT arb_ps_temps;
};
#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
struct wined3d_gl_info
{
UINT vidmem;
UINT max_buffers;
UINT max_lights;
UINT max_textures;
UINT max_texture_stages;
UINT max_fragment_samplers;
UINT max_vertex_samplers;
UINT max_combined_samplers;
UINT max_sampler_stages;
UINT max_clipplanes;
UINT max_texture_size;
UINT max_texture3d_size;
float max_pointsize, max_pointsizemin;
UINT max_point_sprite_units;
UINT max_blends;
UINT max_anisotropy;
UINT max_glsl_varyings;
float max_shininess;
unsigned int max_vs_arb_constantsF;
unsigned int max_vs_arb_native_constants;
unsigned int max_vs_arb_instructions;
unsigned int max_vs_arb_temps;
unsigned int max_ps_arb_constantsF;
unsigned int max_ps_arb_local_constants;
unsigned int max_ps_arb_native_constants;
unsigned int max_ps_arb_instructions;
unsigned int max_ps_arb_temps;
unsigned int max_vs_glsl_constantsF;
unsigned int max_ps_glsl_constantsF;
struct wined3d_gl_limits limits;
DWORD reserved_glsl_constants;
DWORD quirks;
BOOL supported[WINED3D_GL_EXT_COUNT];
struct wined3d_fbo_ops fbo_ops;
......
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