Commit 6be41fd5 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of GL_LIMITS.

parent 55047f81
......@@ -633,12 +633,15 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
* account for the helper const too because we have to declare all availabke d3d constants
* and don't know which are actually used.
*/
if(pshader) {
max_constantsF = GL_LIMITS(ps_arb_constantsF);
} else {
if (pshader)
{
max_constantsF = gl_info->max_ps_arb_constantsF;
}
else
{
if(This->baseShader.reg_maps.usesrelconstF) {
DWORD highest_constf = 0, clip_limit;
max_constantsF = GL_LIMITS(vs_arb_constantsF) - reserved_vs_const(iface, gl_info);
max_constantsF = gl_info->max_vs_arb_constantsF - 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++)
......@@ -650,7 +653,7 @@ static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const s
if(use_nv_clip(gl_info) && ctx->target_version >= NV2)
{
clip_limit = GL_LIMITS(clipplanes);
clip_limit = gl_info->max_clipplanes;
}
else
{
......@@ -661,14 +664,14 @@ 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_LIMITS(clipplanes));
WARN("Only %u clipplanes out of %u enabled\n", *num_clipplanes, gl_info->max_clipplanes);
}
}
else
{
if(ctx->target_version >= NV2) *num_clipplanes = GL_LIMITS(clipplanes);
else *num_clipplanes = min(GL_LIMITS(clipplanes), 4);
max_constantsF = GL_LIMITS(vs_arb_constantsF);
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_constantsF;
}
}
......@@ -2939,7 +2942,7 @@ 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_LIMITS(clipplanes); i++)
for (i = 0; i < gl_info->max_clipplanes; ++i)
{
if(args->boolclip.clipplane_mask & (1 << i))
{
......@@ -3481,7 +3484,7 @@ 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_LIMITS(ps_arb_local_constants);
const UINT max_lconsts = gl_info->max_ps_arb_local_constants;
fixup->offset = next_local;
fixup->super.active = 0;
......@@ -3998,7 +4001,7 @@ 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_LIMITS(texture_stages) - 1);
gl_info->max_texture_stages - 1);
else
shader_data->clipplane_emulation = ~0U;
}
......@@ -4207,7 +4210,7 @@ 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_LIMITS(texture_stages) : 0;
args->boolclip.clip_texcoord = ffp_clip_emul(stateblock) ? gl_info->max_texture_stages : 0;
}
/* Otherwise: Setting boolclip_compare set clip_texcoord to 0 */
}
......@@ -4527,7 +4530,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_
pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
}
else if(GL_LIMITS(vs_arb_constantsF) >= 256)
else if (gl_info->max_vs_arb_constantsF >= 256)
{
/* Shader Model 2.0 requires at least 256 vertex shader constants */
pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
......@@ -4538,7 +4541,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_
pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
}
pCaps->MaxVertexShaderConst = GL_LIMITS(vs_arb_constantsF);
pCaps->MaxVertexShaderConst = gl_info->max_vs_arb_constantsF;
}
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
......@@ -4547,7 +4550,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_
pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
}
else if(GL_LIMITS(ps_arb_constantsF) >= 32)
else if (gl_info->max_ps_arb_constantsF >= 32)
{
/* Shader Model 2.0 requires at least 32 pixel shader constants */
pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
......@@ -4559,7 +4562,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_
TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
}
pCaps->PixelShader1xMaxValue = 8.0f;
pCaps->MaxPixelShaderConst = GL_LIMITS(ps_arb_constantsF);
pCaps->MaxPixelShaderConst = gl_info->max_ps_arb_constantsF;
}
pCaps->VSClipping = use_nv_clip(gl_info);
......@@ -5203,7 +5206,7 @@ static void arbfp_get_caps(WINED3DDEVTYPE devtype, const struct wined3d_gl_info
/* TODO: Implement WINED3DTEXOPCAPS_PREMODULATE */
caps->MaxTextureBlendStages = 8;
caps->MaxSimultaneousTextures = min(GL_LIMITS(fragment_samplers), 8);
caps->MaxSimultaneousTextures = min(gl_info->max_fragment_samplers, 8);
caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
}
......@@ -5857,7 +5860,8 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
return;
}
new_desc->num_textures_used = 0;
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
for (i = 0; i < context->gl_info->max_texture_stages; ++i)
{
if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
new_desc->num_textures_used = i;
}
......
......@@ -402,7 +402,8 @@ 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_LIMITS(textures); stage++) {
for (stage = 0; stage < gl_info->max_textures; ++stage)
{
if(op[stage].cop == WINED3DTOP_DISABLE) break;
if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
......@@ -427,7 +428,8 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
}
/* Pass 2: Generate perturbation calculations */
for(stage = 0; stage < GL_LIMITS(textures); stage++) {
for (stage = 0; stage < gl_info->max_textures; ++stage)
{
GLuint argmodextra_x, argmodextra_y;
struct color_fixup_desc fixup;
......@@ -475,7 +477,8 @@ 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_LIMITS(textures); stage++) {
for (stage = 0; stage < gl_info->max_textures; ++stage)
{
if(op[stage].cop == WINED3DTOP_DISABLE) {
break;
}
......@@ -815,7 +818,8 @@ static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, st
return;
}
new_desc->num_textures_used = 0;
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
for (i = 0; i < context->gl_info->max_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_LIMITS(buffers); ++i)
for (i = 0; i < gl_info->max_buffers; ++i)
{
gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0);
checkGLcall("glFramebufferTexture2D()");
......@@ -289,7 +289,7 @@ static void context_check_fbo_status(struct wined3d_context *context)
FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
/* Dump the FBO attachments */
for (i = 0; i < GL_LIMITS(buffers); ++i)
for (i = 0; i < gl_info->max_buffers; ++i)
{
attachment = (IWineD3DSurfaceImpl *)context->current_fbo->render_targets[i];
if (attachment)
......@@ -316,8 +316,8 @@ 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_LIMITS(buffers) * sizeof(*entry->render_targets));
memcpy(entry->render_targets, device->render_targets, GL_LIMITS(buffers) * sizeof(*entry->render_targets));
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->depth_stencil = device->stencilBufferTarget;
entry->attached = FALSE;
entry->id = 0;
......@@ -334,7 +334,7 @@ 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_LIMITS(buffers) * sizeof(*entry->render_targets));
memcpy(entry->render_targets, device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets));
entry->depth_stencil = device->stencilBufferTarget;
entry->attached = FALSE;
}
......@@ -363,7 +363,8 @@ 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_LIMITS(buffers) * sizeof(*entry->render_targets))
if (!memcmp(entry->render_targets,
device->render_targets, gl_info->max_buffers * sizeof(*entry->render_targets))
&& entry->depth_stencil == device->stencilBufferTarget)
{
list_remove(&entry->entry);
......@@ -401,7 +402,7 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
if (!entry->attached)
{
/* Apply render targets */
for (i = 0; i < GL_LIMITS(buffers); ++i)
for (i = 0; i < gl_info->max_buffers; ++i)
{
IWineD3DSurface *render_target = device->render_targets[i];
context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, render_target);
......@@ -418,8 +419,10 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->stencilBufferTarget, TRUE);
entry->attached = TRUE;
} else {
for (i = 0; i < GL_LIMITS(buffers); ++i)
}
else
{
for (i = 0; i < gl_info->max_buffers; ++i)
{
if (device->render_targets[i])
context_apply_attachment_filter_states(device->render_targets[i], FALSE);
......@@ -428,7 +431,7 @@ 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_LIMITS(buffers); ++i)
for (i = 0; i < gl_info->max_buffers; ++i)
{
if (device->render_targets[i])
device->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
......@@ -612,7 +615,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
continue;
}
for (j = 0; j < GL_LIMITS(buffers); ++j)
for (j = 0; j < gl_info->max_buffers; ++j)
{
if (entry->render_targets[j] == (IWineD3DSurface *)resource)
{
......@@ -1277,13 +1280,13 @@ struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceI
if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
/* Create the dirty constants array and initialize them to dirty */
ret->vshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
sizeof(*ret->vshader_const_dirty) * gl_info->max_vshader_constantsF);
ret->pshader_const_dirty = HeapAlloc(GetProcessHeap(), 0,
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
sizeof(*ret->pshader_const_dirty) * gl_info->max_pshader_constantsF);
memset(ret->vshader_const_dirty, 1,
sizeof(*ret->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
sizeof(*ret->vshader_const_dirty) * gl_info->max_vshader_constantsF);
memset(ret->pshader_const_dirty, 1,
sizeof(*ret->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
sizeof(*ret->pshader_const_dirty) * gl_info->max_pshader_constantsF);
}
ret->free_occlusion_query_size = 4;
......@@ -1359,7 +1362,8 @@ struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceI
/* 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_LIMITS(textures); s++) {
for (s = 1; s < gl_info->max_textures; ++s)
{
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
......@@ -1384,7 +1388,8 @@ struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceI
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(dummy_program), dummy_program));
}
for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
for (s = 0; s < gl_info->max_point_sprite_units; ++s)
{
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
......@@ -1594,7 +1599,8 @@ 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_LIMITS(textures) - 1; i > 0 ; i--) {
for (i = gl_info->max_textures - 1; i > 0 ; --i)
{
sampler = This->rev_tex_unit_map[i];
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
checkGLcall("glActiveTextureARB");
......@@ -1986,7 +1992,7 @@ static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit
{
if (GL_SUPPORT(ARB_DRAW_BUFFERS))
{
GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), device->draw_buffers));
GL_EXTCALL(glDrawBuffersARB(gl_info->max_buffers, device->draw_buffers));
checkGLcall("glDrawBuffers()");
}
else
......@@ -2047,14 +2053,14 @@ struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurfac
if (context->vshader_const_dirty)
{
memset(context->vshader_const_dirty, 1,
sizeof(*context->vshader_const_dirty) * GL_LIMITS(vshader_constantsF));
This->highest_dirty_vs_const = GL_LIMITS(vshader_constantsF);
sizeof(*context->vshader_const_dirty) * gl_info->max_vshader_constantsF);
This->highest_dirty_vs_const = gl_info->max_vshader_constantsF;
}
if (context->pshader_const_dirty)
{
memset(context->pshader_const_dirty, 1,
sizeof(*context->pshader_const_dirty) * GL_LIMITS(pshader_constantsF));
This->highest_dirty_ps_const = GL_LIMITS(pshader_constantsF);
sizeof(*context->pshader_const_dirty) * gl_info->max_pshader_constantsF);
This->highest_dirty_ps_const = gl_info->max_pshader_constantsF;
}
}
......
......@@ -1690,7 +1690,9 @@ static void create_dummy_textures(IWineD3DDeviceImpl *This) {
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
}
for (i = 0; i < GL_LIMITS(textures); i++) {
for (i = 0; i < This->adapter->gl_info.max_textures; ++i)
{
GLubyte white = 255;
/* Make appropriate texture active */
......@@ -1723,6 +1725,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
WINED3DPRESENT_PARAMETERS *pPresentationParameters)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
IWineD3DSwapChainImpl *swapchain = NULL;
HRESULT hr;
DWORD state;
......@@ -1749,8 +1752,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
This->updateStateBlock = This->stateBlock;
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(IWineD3DSurface *) * gl_info->max_buffers);
This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(GLenum) * gl_info->max_buffers);
This->NumberOfPalettes = 1;
This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
......@@ -1772,8 +1777,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
This->currentPalette = 0;
/* Initialize the texture unit mapping to a 1:1 mapping */
for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
if (state < GL_LIMITS(fragment_samplers)) {
for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
{
if (state < gl_info->max_fragment_samplers)
{
This->texUnitMap[state] = state;
This->rev_tex_unit_map[state] = state;
} else {
......@@ -2716,7 +2723,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWO
TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
/* Validate Index */
if (Index >= GL_LIMITS(clipplanes)) {
if (Index >= This->adapter->gl_info.max_clipplanes)
{
TRACE("Application has requested clipplane this device doesn't support\n");
return WINED3DERR_INVALIDCALL;
}
......@@ -2752,7 +2760,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWO
TRACE("(%p) : for idx %d\n", This, Index);
/* Validate Index */
if (Index >= GL_LIMITS(clipplanes)) {
if (Index >= This->adapter->gl_info.max_clipplanes)
{
TRACE("Application has requested clipplane this device doesn't support\n");
return WINED3DERR_INVALIDCALL;
}
......@@ -3451,7 +3460,7 @@ 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, GL_LIMITS(combined_samplers)) - 1;
int start = min(MAX_COMBINED_SAMPLERS, This->adapter->gl_info.max_combined_samplers) - 1;
int i;
if (ps) {
......@@ -4165,7 +4174,8 @@ 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 < GL_LIMITS(texture_stages); i++) {
for (i = Stage + 1; i < This->adapter->gl_info.max_texture_stages; ++i)
{
if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
break;
}
......@@ -5865,8 +5875,10 @@ static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *ifac
static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
if (RenderTargetIndex >= GL_LIMITS(buffers)) {
ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
if (RenderTargetIndex >= This->adapter->gl_info.max_buffers)
{
ERR("(%p) : Only %d render targets are supported.\n",
This, This->adapter->gl_info.max_buffers);
return WINED3DERR_INVALIDCALL;
}
......@@ -6134,9 +6146,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
if (RenderTargetIndex >= GL_LIMITS(buffers)) {
if (RenderTargetIndex >= This->adapter->gl_info.max_buffers)
{
WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
This, RenderTargetIndex, GL_LIMITS(buffers));
This, RenderTargetIndex, This->adapter->gl_info.max_buffers);
return WINED3DERR_INVALIDCALL;
}
......@@ -6598,7 +6611,8 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
This->shader_backend->shader_free_private(iface);
ENTER_GL();
for (i = 0; i < GL_LIMITS(textures); i++) {
for (i = 0; i < This->adapter->gl_info.max_textures; ++i)
{
/* Textures are recreated below */
glDeleteTextures(1, &This->dummyTextureName[i]);
checkGLcall("glDeleteTextures(1, &This->dummyTextureName[i])");
......@@ -6929,7 +6943,8 @@ void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resour
if (This->d3d_initialized)
{
for (i = 0; i < GL_LIMITS(buffers); ++i) {
for (i = 0; i < This->adapter->gl_info.max_buffers; ++i)
{
if (This->render_targets[i] == (IWineD3DSurface *)resource) {
This->render_targets[i] = NULL;
}
......
......@@ -3183,7 +3183,8 @@ static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
if (!GL_LIMITS(vertex_samplers)) {
if (!gl_info->max_vertex_samplers)
{
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
}
......@@ -4067,16 +4068,16 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
* idea how generating the smoothing alpha values works; the result is different
*/
pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
pCaps->MaxTextureWidth = gl_info->max_texture_size;
pCaps->MaxTextureHeight = gl_info->max_texture_size;
if(GL_SUPPORT(EXT_TEXTURE3D))
pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
pCaps->MaxVolumeExtent = gl_info->max_texture3d_size;
else
pCaps->MaxVolumeExtent = 0;
pCaps->MaxTextureRepeat = 32768;
pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
pCaps->MaxTextureAspectRatio = gl_info->max_texture_size;
pCaps->MaxVertexW = 1.0f;
pCaps->GuardBandLeft = 0.0f;
......@@ -4102,14 +4103,14 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
pCaps->MaxActiveLights = GL_LIMITS(lights);
pCaps->MaxUserClipPlanes = gl_info->max_clipplanes;
pCaps->MaxActiveLights = gl_info->max_lights;
pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
pCaps->MaxVertexBlendMatrices = gl_info->max_blends;
pCaps->MaxVertexBlendMatrixIndex = 0;
pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
pCaps->MaxPointSize = GL_LIMITS(pointsize);
pCaps->MaxAnisotropy = gl_info->max_anisotropy;
pCaps->MaxPointSize = gl_info->max_pointsize;
/* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
......@@ -4133,7 +4134,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
pCaps->AdapterOrdinalInGroup = 0;
pCaps->NumberOfAdaptersInGroup = 1;
pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
pCaps->NumSimultaneousRTs = gl_info->max_buffers;
pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MAGFPOINT |
......
......@@ -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 = GL_LIMITS(texture_stages);
UINT texture_stages = context->gl_info->max_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 < GL_LIMITS(buffers); ++i)
for (i = 0; i < This->adapter->gl_info.max_buffers; ++i)
{
target = (IWineD3DSurfaceImpl *)This->render_targets[i];
if (target)
......@@ -766,6 +766,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
struct wined3d_stream_info stream_info;
struct wined3d_stream_info_element *e;
const struct wined3d_context *context;
const BYTE *data;
const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
DWORD vtxStride;
......@@ -775,7 +776,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
/* Simply activate the context for blitting. This disables all the things we don't want and
* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
* patch (as opposed to normal draws) will most likely need different changes anyway. */
ActivateContext(This, NULL, CTXUSAGE_BLIT);
context = ActivateContext(This, NULL, CTXUSAGE_BLIT);
/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
* Beware of vbos
......@@ -857,7 +858,8 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
checkGLcall("glLightModel for MODEL_AMBIENT");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
for(i = 3; i < GL_LIMITS(lights); i++) {
for (i = 3; i < context->gl_info->max_lights; ++i)
{
glDisable(GL_LIGHT0 + i);
checkGLcall("glDisable(GL_LIGHT0 + i)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(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_LIMITS(fragment_samplers))
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->max_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_LIMITS(combined_samplers))
if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->max_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_LIMITS(glsl_varyings) / 4;
unsigned int ret = gl_info->max_glsl_varyings / 4;
/* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
if(shader_major > 3) return ret;
......@@ -844,8 +844,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
*/
if(pshader) {
/* No indirect addressing here */
max_constantsF = GL_LIMITS(ps_glsl_constantsF);
} else {
max_constantsF = gl_info->max_ps_glsl_constantsF;
}
else
{
if(This->baseShader.reg_maps.usesrelconstF) {
/* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
* Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
......@@ -854,7 +856,7 @@ 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_LIMITS(vs_glsl_constantsF) - 3 - GL_LIMITS(clipplanes);
max_constantsF = gl_info->max_vs_glsl_constantsF - 3 - gl_info->max_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
......@@ -863,8 +865,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
/* Set by driver quirks in directx.c */
max_constantsF -= gl_info->reserved_glsl_constants;
} else {
max_constantsF = GL_LIMITS(vs_glsl_constantsF);
}
else
{
max_constantsF = gl_info->max_vs_glsl_constantsF;
}
}
max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
......@@ -922,8 +926,10 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
srgb_cmp);
}
if(reg_maps->vpos || reg_maps->usesdsy) {
if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(ps_glsl_constantsF)) {
if (reg_maps->vpos || reg_maps->usesdsy)
{
if (This->baseShader.limits.constant_float + extra_constants_needed + 1 < gl_info->max_ps_glsl_constantsF)
{
shader_addline(buffer, "uniform vec4 ycorrection;\n");
((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
extra_constants_needed++;
......@@ -1308,8 +1314,8 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
break;
case WINED3DSPR_COLOROUT:
if (reg->idx >= GL_LIMITS(buffers))
WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
if (reg->idx >= gl_info->max_buffers)
WARN("Write to render target %u, only %d supported\n", reg->idx, gl_info->max_buffers);
sprintf(register_name, "gl_FragData[%u]", reg->idx);
break;
......@@ -4132,21 +4138,25 @@ 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_LIMITS(vs_glsl_constantsF));
for (i = 0; i < GL_LIMITS(vs_glsl_constantsF); ++i) {
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)
{
snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
for (i = 0; i < MAX_CONST_I; ++i) {
for (i = 0; i < MAX_CONST_I; ++i)
{
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_LIMITS(ps_glsl_constantsF));
for (i = 0; i < GL_LIMITS(ps_glsl_constantsF); ++i) {
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)
{
snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
for (i = 0; i < MAX_CONST_I; ++i) {
for (i = 0; i < MAX_CONST_I; ++i)
{
snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
......@@ -4521,7 +4531,7 @@ 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_LIMITS(vs_glsl_constantsF), GL_LIMITS(ps_glsl_constantsF))) + 1;
SIZE_T stack_size = wined3d_log2i(max(gl_info->max_vs_glsl_constantsF, gl_info->max_ps_glsl_constantsF)) + 1;
if (!shader_buffer_init(&priv->shader_buffer))
{
......@@ -4536,13 +4546,13 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
goto fail;
}
if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vs_glsl_constantsF)))
if (!constant_heap_init(&priv->vconst_heap, gl_info->max_vs_glsl_constantsF))
{
ERR("Failed to initialize vertex shader constant heap\n");
goto fail;
}
if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(ps_glsl_constantsF)))
if (!constant_heap_init(&priv->pconst_heap, gl_info->max_ps_glsl_constantsF))
{
ERR("Failed to initialize pixel shader constant heap\n");
goto fail;
......@@ -4617,7 +4627,7 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
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_LIMITS(vs_glsl_constantsF);
pCaps->MaxVertexShaderConst = gl_info->max_vs_glsl_constantsF;
/* 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
......@@ -4636,7 +4646,7 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
else
pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
pCaps->MaxPixelShaderConst = GL_LIMITS(ps_glsl_constantsF);
pCaps->MaxPixelShaderConst = gl_info->max_ps_glsl_constantsF;
/* FIXME: The following line is card dependent. -8.0 to 8.0 is the
* Direct3D minimum requirement.
......
......@@ -458,6 +458,7 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
const struct wined3d_gl_info *gl_info = context->gl_info;
TRACE("Setting color op for stage %d\n", stage);
......@@ -468,7 +469,8 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
if (mapped_stage != WINED3D_UNMAPPED_STAGE)
{
if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
if (tex_used && mapped_stage >= gl_info->max_textures)
{
FIXME("Attempt to enable unsupported stage!\n");
return;
}
......@@ -499,7 +501,8 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
if(GL_SUPPORT(NV_TEXTURE_SHADER2) && mapped_stage < GL_LIMITS(textures)) {
if (gl_info->supported[NV_TEXTURE_SHADER2] && mapped_stage < gl_info->max_textures)
{
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
}
}
......@@ -555,7 +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 >= GL_LIMITS(textures)) return;
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->max_textures) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
......@@ -574,7 +577,8 @@ 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 < GL_LIMITS(textures)) {
if (mapped_stage < context->gl_info->max_textures)
{
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
checkGLcall("GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage))");
......@@ -658,8 +662,8 @@ static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype,
WINED3DTEXOPCAPS_PREMODULATE */
#endif
pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
pCaps->MaxTextureBlendStages = gl_info->max_texture_stages;
pCaps->MaxSimultaneousTextures = gl_info->max_textures;
pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
......
......@@ -194,25 +194,31 @@ static const DWORD vertex_states_sampler[] =
*/
static HRESULT stateblock_allocate_shader_constants(IWineD3DStateBlockImpl *object)
{
IWineD3DStateBlockImpl *This = object;
const struct wined3d_gl_info *gl_info = &object->wineD3DDevice->adapter->gl_info;
/* Allocate space for floating point constants */
object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
object->pixelShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(float) * gl_info->max_pshader_constantsF * 4);
if (!object->pixelShaderConstantF) goto fail;
object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(pshader_constantsF));
object->changed.pixelShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(BOOL) * gl_info->max_pshader_constantsF);
if (!object->changed.pixelShaderConstantsF) goto fail;
object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(float) * GL_LIMITS(vshader_constantsF) * 4);
object->vertexShaderConstantF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(float) * gl_info->max_vshader_constantsF * 4);
if (!object->vertexShaderConstantF) goto fail;
object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(BOOL) * GL_LIMITS(vshader_constantsF));
object->changed.vertexShaderConstantsF = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(BOOL) * gl_info->max_vshader_constantsF);
if (!object->changed.vertexShaderConstantsF) goto fail;
object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(vshader_constantsF));
object->contained_vs_consts_f = HeapAlloc(GetProcessHeap(), 0,
sizeof(DWORD) * gl_info->max_vshader_constantsF);
if (!object->contained_vs_consts_f) goto fail;
object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * GL_LIMITS(pshader_constantsF));
object->contained_ps_consts_f = HeapAlloc(GetProcessHeap(), 0,
sizeof(DWORD) * gl_info->max_pshader_constantsF);
if (!object->contained_ps_consts_f) goto fail;
return WINED3D_OK;
......@@ -1058,6 +1064,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *device = (IWineD3DDevice *)This->wineD3DDevice;
IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
const struct wined3d_gl_info *gl_info = &This->wineD3DDevice->adapter->gl_info;
union {
WINED3DLINEPATTERN lp;
DWORD d;
......@@ -1171,7 +1178,7 @@ 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_LIMITS(pointsize);
tmpfloat.f = gl_info->max_pointsize;
IWineD3DDevice_SetRenderState(device, WINED3DRS_POINTSIZE_MAX, tmpfloat.d);
IWineD3DDevice_SetRenderState(device, WINED3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE, 0x0000000F);
......@@ -1265,7 +1272,8 @@ 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_LIMITS(textures); i++) {
for (i = 0; i < gl_info->max_textures; ++i)
{
/* Note: This avoids calling SetTexture, so pretend it has been called */
This->changed.textures |= 1 << i;
This->textures[i] = NULL;
......
......@@ -4115,6 +4115,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
/** Check against the maximum texture sizes supported by the video card **/
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
const struct wined3d_gl_info *gl_info = &This->resource.wineD3DDevice->adapter->gl_info;
unsigned int pow2Width, pow2Height;
This->texture_name = 0;
......@@ -4149,7 +4150,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
}
TRACE("%p\n", This);
if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
if ((This->pow2Width > gl_info->max_texture_size || This->pow2Height > gl_info->max_texture_size)
&& !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
{
/* one of three options
1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
2: Set the texture to the maximum size (bad idea)
......
......@@ -916,7 +916,7 @@ static void init_format_filter_info(struct wined3d_gl_info *gl_info)
TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
filtered = TRUE;
}
else if(GL_LIMITS(glsl_varyings > 44))
else if (gl_info->max_glsl_varyings > 44)
{
TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
filtered = TRUE;
......@@ -1140,10 +1140,6 @@ fail:
return FALSE;
}
#undef GLINFO_LOCATION
#define GLINFO_LOCATION This->adapter->gl_info
const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info)
{
int idx = getFmtIdx(fmt);
......@@ -2028,7 +2024,6 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, B
glLoadMatrixf(mat);
checkGLcall("glLoadMatrixf(mat)");
}
#undef GLINFO_LOCATION
/* This small helper function is used to convert a bitmask into the number of masked bits */
unsigned int count_bits(unsigned int mask)
......@@ -2192,12 +2187,12 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
* FALSE otherwise
*
*********************************************************************/
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
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_LIMITS(texture_size);
GLint maxSize = gl_info->max_texture_size;
TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
Rect->left, Rect->top, Rect->right, Rect->bottom);
......@@ -2281,7 +2276,7 @@ BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]
}
if(This->pow2Height > maxSize) {
This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
This->glRect.top = x1 - gl_info->max_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) {
......@@ -2315,9 +2310,7 @@ BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]
}
return TRUE;
}
#undef GLINFO_LOCATION
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype) {
#define ARG1 0x01
#define ARG2 0x02
......@@ -2355,8 +2348,10 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
DWORD ttff;
DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
for (i = 0; i < gl_info->max_texture_stages; ++i)
{
IWineD3DBaseTextureImpl *texture;
settings->op[i].padding = 0;
if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
......@@ -2557,7 +2552,6 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
settings->emul_clipplanes = 1;
}
}
#undef GLINFO_LOCATION
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
const struct ffp_frag_settings *settings)
......@@ -2580,11 +2574,13 @@ void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *des
* Does not care for the colorop or correct gl texture unit(when using nvrc)
* Requires the caller to activate the correct unit before
*/
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
/* GL locking is done by the caller (state handler) */
void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
{
if(stateblock->textures[stage]) {
const struct wined3d_gl_info *gl_info = context->gl_info;
if (stateblock->textures[stage])
{
switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
case GL_TEXTURE_2D:
glDisable(GL_TEXTURE_3D);
......@@ -2666,13 +2662,12 @@ 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 >= GL_LIMITS(textures)) return;
if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->max_textures) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
texture_activate_dimensions(sampler, stateblock, context);
}
#undef GLINFO_LOCATION
void *wined3d_rb_alloc(size_t size)
{
......
......@@ -37,6 +37,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
{
const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
This->baseShader.reg_maps.shader_version.minor);
......@@ -57,7 +58,7 @@ static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
This->baseShader.limits.label = 0;
/* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
* on a vs_3_0 capable card that has 256 constants? */
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
This->baseShader.limits.constant_float = min(256, gl_info->max_vshader_constantsF);
break;
case WINED3D_SHADER_VERSION(2,0):
......@@ -69,7 +70,7 @@ static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 16;
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
This->baseShader.limits.constant_float = min(256, gl_info->max_vshader_constantsF);
break;
case WINED3D_SHADER_VERSION(4,0):
......@@ -88,7 +89,7 @@ static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
* of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
* use constant buffers */
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
This->baseShader.limits.constant_float = min(256, gl_info->max_vshader_constantsF);
break;
default:
......@@ -99,7 +100,7 @@ static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
This->baseShader.limits.packed_output = 0;
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 16;
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
This->baseShader.limits.constant_float = min(256, gl_info->max_vshader_constantsF);
FIXME("Unrecognized vertex shader version %u.%u\n",
This->baseShader.reg_maps.shader_version.major,
This->baseShader.reg_maps.shader_version.minor);
......@@ -316,14 +317,16 @@ static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
UINT start_idx, const float *src_data, UINT count) {
IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
UINT i, end_idx;
TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
end_idx = start_idx + count;
if (end_idx > GL_LIMITS(vshader_constantsF)) {
WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
end_idx = GL_LIMITS(vshader_constantsF);
if (end_idx > gl_info->max_vshader_constantsF)
{
WARN("end_idx %u > float constants limit %u\n", end_idx, gl_info->max_vshader_constantsF);
end_idx = gl_info->max_vshader_constantsF;
}
for (i = start_idx; i < end_idx; ++i) {
......
......@@ -753,7 +753,6 @@ extern int num_lock DECLSPEC_HIDDEN;
/* GL related defines */
/* ------------------ */
#define GL_SUPPORT(ExtName) (GLINFO_LOCATION.supported[ExtName] != 0)
#define GL_LIMITS(ExtName) (GLINFO_LOCATION.max_##ExtName)
#define GL_EXTCALL(FuncName) (GLINFO_LOCATION.FuncName)
#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
......
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