wined3d: Select the fragment pipeline during adapter initialization.

This commit is contained in:
Henri Verbeet 2010-02-02 12:06:56 +01:00 committed by Alexandre Julliard
parent 93c49f1777
commit fb21551b2d
4 changed files with 28 additions and 32 deletions

View File

@ -6933,7 +6933,7 @@ HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
device->vs_clipping = shader_caps.VSClipping;
memset(&ffp_caps, 0, sizeof(ffp_caps));
fragment_pipeline = select_fragment_implementation(adapter, device_type);
fragment_pipeline = adapter->fragment_pipe;
device->frag_pipe = fragment_pipeline;
fragment_pipeline->get_caps(device_type, &adapter->gl_info, &ffp_caps);
device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;

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@ -1630,9 +1630,26 @@ static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *
}
}
/* Context activation is done by the caller. */
static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_driver_info *driver_info, struct wined3d_gl_info *gl_info)
static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
int vs_selected_mode, ps_selected_mode;
select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
&& gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
else if (gl_info->supported[NV_REGISTER_COMBINERS]
&& gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
else return &ffp_fragment_pipeline;
}
/* Context activation is done by the caller. */
static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
{
struct wined3d_driver_info *driver_info = &adapter->driver_info;
struct wined3d_gl_info *gl_info = &adapter->gl_info;
const char *GL_Extensions = NULL;
const char *WGL_Extensions = NULL;
const char *gl_string = NULL;
@ -2066,6 +2083,8 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_driver_info *driver_info, str
LEAVE_GL();
adapter->fragment_pipe = select_fragment_implementation(adapter);
/* In some cases the number of texture stages can be larger than the number
* of samplers. The GF4 for example can use only 2 samplers (no fragment
* shaders), but 8 texture stages (register combiners). */
@ -2771,8 +2790,6 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter
static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
{
const struct fragment_pipeline *fp;
switch(format_desc->format)
{
case WINED3DFMT_R8G8_SNORM:
@ -2783,8 +2800,7 @@ static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
/* Ask the fixed function pipeline implementation if it can deal
* with the conversion. If we've got a GL extension giving native
* support this will be an identity conversion. */
fp = select_fragment_implementation(adapter, DeviceType);
if (fp->color_fixup_supported(format_desc->color_fixup))
if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
@ -2975,7 +2991,6 @@ static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
const shader_backend_t *shader_backend;
const struct fragment_pipeline *fp;
switch (format_desc->format)
{
@ -3171,9 +3186,8 @@ static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
|| gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
{
shader_backend = select_shader_backend(adapter, DeviceType);
fp = select_fragment_implementation(adapter, DeviceType);
if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
&& fp->color_fixup_supported(format_desc->color_fixup))
&& adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
{
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
@ -3813,7 +3827,6 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
struct shader_caps shader_caps;
struct fragment_caps fragment_caps;
const shader_backend_t *shader_backend;
const struct fragment_pipeline *frag_pipeline = NULL;
DWORD ckey_caps, blit_caps, fx_caps;
TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
@ -4194,8 +4207,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
memset(&fragment_caps, 0, sizeof(fragment_caps));
frag_pipeline = select_fragment_implementation(adapter, DeviceType);
frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
adapter->fragment_pipe->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
@ -4720,7 +4732,7 @@ BOOL InitAdapters(IWineD3DImpl *This)
goto nogl_adapter;
}
ret = IWineD3DImpl_FillGLCaps(&adapter->driver_info, &adapter->gl_info);
ret = IWineD3DImpl_FillGLCaps(adapter);
if(!ret) {
ERR("Failed to initialize gl caps for default adapter\n");
WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);

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@ -2851,22 +2851,6 @@ const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter, W
return &none_shader_backend;
}
const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
WINED3DDEVTYPE device_type)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
int vs_selected_mode, ps_selected_mode;
select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
&& gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
else if (gl_info->supported[NV_REGISTER_COMBINERS]
&& gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
else return &ffp_fragment_pipeline;
}
const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter, WINED3DDEVTYPE device_type)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;

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@ -1362,6 +1362,8 @@ struct wined3d_adapter
unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
unsigned int UsedTextureRam;
LUID luid;
const struct fragment_pipeline *fragment_pipe;
};
BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
@ -2568,8 +2570,6 @@ unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter,
WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter,
WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter,
WINED3DDEVTYPE device_type) DECLSPEC_HIDDEN;
void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;