Commit 9413c89c authored by Phil Costin's avatar Phil Costin Committed by Alexandre Julliard

wined3d: Add check for GL Shading Language 100 Extension.

parent c93239d3
......@@ -489,6 +489,9 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
} else if (strcmp(ThisExtn, "GL_ARB_shading_language_100") == 0) {
TRACE_(d3d_caps)(" FOUND: GL Shading Language v100 support\n");
gl_info->supported[ARB_SHADING_LANGUAGE_100] = TRUE;
} else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
gl_info->supported[ARB_MULTISAMPLE] = TRUE;
......@@ -1674,28 +1677,48 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
*pCaps->MaxStreams = MAX_STREAMS;
*pCaps->MaxStreamStride = 1024;
if (((wined3d_settings.vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (wined3d_settings.vs_mode == VS_SW) || (DeviceType == WINED3DDEVTYPE_REF)) {
*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
if (wined3d_settings.vs_mode == VS_HW && GL_SUPPORT(ARB_SHADING_LANGUAGE_100) && DeviceType != WINED3DDEVTYPE_REF) {
/* FIXME: Uncomment the line below and remove the line beneath that to set Vertex Shader 2.0+ capability */
/* *pCaps->VertexShaderVersion = D3DVS_VERSION(3,0); */
*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Hardware Vertex Shaders versions 2.0+ enabled\n");
} else if (wined3d_settings.vs_mode == VS_HW && GL_SUPPORT(ARB_VERTEX_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF) {
*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Hardware Vertex Shader version 1.1 enabled\n");
} else if (wined3d_settings.vs_mode == VS_SW || DeviceType == WINED3DDEVTYPE_REF) {
*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
TRACE_(d3d_caps)("Software Vertex Shader version 1.1 enabled\n");
} else {
*pCaps->VertexShaderVersion = 0;
TRACE_(d3d_caps)("Vertex Shader functionality not available\n");
}
if (This->gl_info.gl_vendor == VENDOR_MESA ||
This->gl_info.gl_vendor == VENDOR_WINE) {
if (This->gl_info.gl_vendor == VENDOR_MESA || This->gl_info.gl_vendor == VENDOR_WINE) {
*pCaps->MaxVertexShaderConst = 95;
} else {
*pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
}
} else {
*pCaps->VertexShaderVersion = 0;
*pCaps->MaxVertexShaderConst = 0;
*pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
}
if ((wined3d_settings.ps_mode == PS_HW) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && (DeviceType != WINED3DDEVTYPE_REF)) {
if (wined3d_settings.ps_mode == PS_HW && GL_SUPPORT(ARB_SHADING_LANGUAGE_100) && DeviceType != WINED3DDEVTYPE_REF) {
/* FIXME: Uncomment the following line and remove the line beneath that to set Pixel Shader 2.0+ capability */
/* *pCaps->PixelShaderVersion = D3DPS_VERSION(3,0); */
*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
*pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Hardware Pixel Shaders versions 2.0+ enabled\n");
} else if (wined3d_settings.ps_mode == PS_HW && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF) {
*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
*pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Hardware Pixel Shaders version 1.4 enabled\n");
/* FIXME: Uncomment this when there is support for software Pixel Shader 1.4 and PS_SW is defined
} else if (wined3d_settings.ps_mode == PS_SW || DeviceType == WINED3DDEVTYPE_REF) {
*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
*pCaps->PixelShader1xMaxValue = 1.0;
TRACE_(d3d_caps)("Software Pixel Shader version 1.4 enabled\n"); */
} else {
*pCaps->PixelShaderVersion = 0;
*pCaps->PixelShader1xMaxValue = 0.0;
TRACE_(d3d_caps)("Pixel Shader functionality not available\n");
}
/* TODO: ARB_FRAGMENT_PROGRAM_100 */
/* ------------------------------------------------
The following fields apply to d3d9 only
......
......@@ -1126,6 +1126,7 @@ typedef enum _GL_SupportedExt {
ARB_VERTEX_PROGRAM,
ARB_VERTEX_BLEND,
ARB_VERTEX_BUFFER_OBJECT,
ARB_SHADING_LANGUAGE_100,
/* EXT */
EXT_FOG_COORD,
EXT_FRAMEBUFFER_OBJECT,
......
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