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wined3d: Add check for GL Shading Language 100 Extension.
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@ -489,6 +489,9 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
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TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
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gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
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} else if (strcmp(ThisExtn, "GL_ARB_shading_language_100") == 0) {
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TRACE_(d3d_caps)(" FOUND: GL Shading Language v100 support\n");
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gl_info->supported[ARB_SHADING_LANGUAGE_100] = TRUE;
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} else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
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TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
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gl_info->supported[ARB_MULTISAMPLE] = TRUE;
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@ -1674,28 +1677,48 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
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*pCaps->MaxStreams = MAX_STREAMS;
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*pCaps->MaxStreamStride = 1024;
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if (((wined3d_settings.vs_mode == VS_HW) && GL_SUPPORT(ARB_VERTEX_PROGRAM)) || (wined3d_settings.vs_mode == VS_SW) || (DeviceType == WINED3DDEVTYPE_REF)) {
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*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
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if (This->gl_info.gl_vendor == VENDOR_MESA ||
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This->gl_info.gl_vendor == VENDOR_WINE) {
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*pCaps->MaxVertexShaderConst = 95;
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} else {
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*pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
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}
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if (wined3d_settings.vs_mode == VS_HW && GL_SUPPORT(ARB_SHADING_LANGUAGE_100) && DeviceType != WINED3DDEVTYPE_REF) {
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/* FIXME: Uncomment the line below and remove the line beneath that to set Vertex Shader 2.0+ capability */
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/* *pCaps->VertexShaderVersion = D3DVS_VERSION(3,0); */
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*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
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TRACE_(d3d_caps)("Hardware Vertex Shaders versions 2.0+ enabled\n");
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} else if (wined3d_settings.vs_mode == VS_HW && GL_SUPPORT(ARB_VERTEX_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF) {
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*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
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TRACE_(d3d_caps)("Hardware Vertex Shader version 1.1 enabled\n");
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} else if (wined3d_settings.vs_mode == VS_SW || DeviceType == WINED3DDEVTYPE_REF) {
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*pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
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TRACE_(d3d_caps)("Software Vertex Shader version 1.1 enabled\n");
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} else {
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*pCaps->VertexShaderVersion = 0;
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*pCaps->MaxVertexShaderConst = 0;
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TRACE_(d3d_caps)("Vertex Shader functionality not available\n");
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}
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if ((wined3d_settings.ps_mode == PS_HW) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && (DeviceType != WINED3DDEVTYPE_REF)) {
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if (This->gl_info.gl_vendor == VENDOR_MESA || This->gl_info.gl_vendor == VENDOR_WINE) {
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*pCaps->MaxVertexShaderConst = 95;
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} else {
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*pCaps->MaxVertexShaderConst = WINED3D_VSHADER_MAX_CONSTANTS;
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}
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if (wined3d_settings.ps_mode == PS_HW && GL_SUPPORT(ARB_SHADING_LANGUAGE_100) && DeviceType != WINED3DDEVTYPE_REF) {
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/* FIXME: Uncomment the following line and remove the line beneath that to set Pixel Shader 2.0+ capability */
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/* *pCaps->PixelShaderVersion = D3DPS_VERSION(3,0); */
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*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
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*pCaps->PixelShader1xMaxValue = 1.0;
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TRACE_(d3d_caps)("Hardware Pixel Shaders versions 2.0+ enabled\n");
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} else if (wined3d_settings.ps_mode == PS_HW && GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && DeviceType != WINED3DDEVTYPE_REF) {
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*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
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*pCaps->PixelShader1xMaxValue = 1.0;
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TRACE_(d3d_caps)("Hardware Pixel Shaders version 1.4 enabled\n");
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/* FIXME: Uncomment this when there is support for software Pixel Shader 1.4 and PS_SW is defined
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} else if (wined3d_settings.ps_mode == PS_SW || DeviceType == WINED3DDEVTYPE_REF) {
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*pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
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*pCaps->PixelShader1xMaxValue = 1.0;
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TRACE_(d3d_caps)("Software Pixel Shader version 1.4 enabled\n"); */
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} else {
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*pCaps->PixelShaderVersion = 0;
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*pCaps->PixelShader1xMaxValue = 0.0;
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TRACE_(d3d_caps)("Pixel Shader functionality not available\n");
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}
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/* TODO: ARB_FRAGMENT_PROGRAM_100 */
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/* ------------------------------------------------
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The following fields apply to d3d9 only
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@ -1126,6 +1126,7 @@ typedef enum _GL_SupportedExt {
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ARB_VERTEX_PROGRAM,
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ARB_VERTEX_BLEND,
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ARB_VERTEX_BUFFER_OBJECT,
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ARB_SHADING_LANGUAGE_100,
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/* EXT */
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EXT_FOG_COORD,
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EXT_FRAMEBUFFER_OBJECT,
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