Commit f6c2d9d7 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Avoid using gl_info in wined3d_get_device_caps().

parent 89fbb64f
......@@ -4383,6 +4383,29 @@ static void adapter_gl_get_wined3d_caps(const struct wined3d_adapter *adapter, s
}
caps->MaxAnisotropy = gl_info->limits.anisotropy;
if (caps->VertexShaderVersion >= 3)
{
caps->MaxVertexShader30InstructionSlots
= max(caps->MaxVertexShader30InstructionSlots, gl_info->limits.arb_vs_instructions);
}
if (caps->VertexShaderVersion >= 2)
{
caps->VS20Caps.temp_count = max(caps->VS20Caps.temp_count, gl_info->limits.arb_vs_temps);
if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 | WINED3DDTCAPS_FLOAT16_4;
}
if (caps->PixelShaderVersion >= 3)
{
caps->MaxPixelShader30InstructionSlots
= max(caps->MaxPixelShader30InstructionSlots, gl_info->limits.arb_ps_instructions);
}
if (caps->PixelShaderVersion >= 2)
{
caps->PS20Caps.temp_count = max(caps->PS20Caps.temp_count, gl_info->limits.arb_ps_temps);
}
}
static BOOL wined3d_check_pixel_format_color(const struct wined3d_pixel_format *cfg,
......
......@@ -1747,7 +1747,6 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, unsigned in
{
const struct wined3d_d3d_info *d3d_info;
struct wined3d_vertex_caps vertex_caps;
const struct wined3d_gl_info *gl_info;
const struct wined3d_adapter *adapter;
DWORD ckey_caps, blit_caps, fx_caps;
struct fragment_caps fragment_caps;
......@@ -1761,7 +1760,6 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, unsigned in
adapter = wined3d->adapters[adapter_idx];
d3d_info = &adapter->d3d_info;
gl_info = &adapter->gl_info;
caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
caps->AdapterOrdinal = adapter_idx;
......@@ -2005,26 +2003,26 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, unsigned in
caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
/* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.temp_count = max(32, gl_info->limits.arb_vs_temps);
caps->VS20Caps.temp_count = 32;
/* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
caps->MaxVertexShader30InstructionSlots = max(512, gl_info->limits.arb_vs_instructions);
caps->MaxVertexShader30InstructionSlots = 512;
caps->VertexTextureFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT;
}
else if (caps->VertexShaderVersion == 2)
{
caps->VS20Caps.caps = 0;
caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
caps->VS20Caps.temp_count = max(12, gl_info->limits.arb_vs_temps);
caps->VS20Caps.temp_count = 12;
caps->VS20Caps.static_flow_control_depth = 1;
caps->MaxVShaderInstructionsExecuted = 65535;
caps->MaxVertexShader30InstructionSlots = 0;
}
else
{ /* VS 1.x */
else /* VS 1.x */
{
caps->VS20Caps.caps = 0;
caps->VS20Caps.dynamic_flow_control_depth = 0;
caps->VS20Caps.temp_count = 0;
......@@ -2051,22 +2049,21 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, unsigned in
WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
/* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
caps->PS20Caps.temp_count = max(32, gl_info->limits.arb_ps_temps);
caps->PS20Caps.temp_count = 32;
/* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
/* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
caps->PS20Caps.instruction_slot_count = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
caps->MaxPShaderInstructionsExecuted = 65535;
caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
gl_info->limits.arb_ps_instructions);
caps->MaxPixelShader30InstructionSlots = WINED3DMIN30SHADERINSTRUCTIONS;
}
else if(caps->PixelShaderVersion == 2)
else if (caps->PixelShaderVersion == 2)
{
/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
caps->PS20Caps.caps = 0;
caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
caps->PS20Caps.temp_count = max(12, gl_info->limits.arb_ps_temps);
caps->PS20Caps.temp_count = 12;
caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
/* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
......@@ -2099,11 +2096,6 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, unsigned in
WINED3DDTCAPS_UBYTE4N |
WINED3DDTCAPS_SHORT2N |
WINED3DDTCAPS_SHORT4N;
if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
{
caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
WINED3DDTCAPS_FLOAT16_4;
}
}
else
{
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment