wined3d: Add ARB_tessellation_shader extension.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -161,6 +161,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
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{"GL_ARB_shadow", ARB_SHADOW },
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{"GL_ARB_stencil_texturing", ARB_STENCIL_TEXTURING },
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{"GL_ARB_sync", ARB_SYNC },
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{"GL_ARB_tessellation_shader", ARB_TESSELLATION_SHADER },
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{"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
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{"GL_ARB_texture_buffer_object", ARB_TEXTURE_BUFFER_OBJECT },
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{"GL_ARB_texture_buffer_range", ARB_TEXTURE_BUFFER_RANGE },
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@ -2846,6 +2847,9 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
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USE_GL_FUNC(glGetSynciv)
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USE_GL_FUNC(glIsSync)
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USE_GL_FUNC(glWaitSync)
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/* GL_ARB_tessellation_shader */
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USE_GL_FUNC(glPatchParameteri)
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USE_GL_FUNC(glPatchParameterfv)
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/* GL_ARB_texture_buffer_object */
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USE_GL_FUNC(glTexBufferARB)
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/* GL_ARB_texture_buffer_range */
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@ -3633,6 +3637,24 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max);
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}
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}
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if (gl_info->supported[ARB_TESSELLATION_SHADER])
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{
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &gl_max);
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL] = min(gl_max, WINED3D_MAX_CBS);
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TRACE("Max hull uniform blocks: %u (%d).\n",
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL], gl_max);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, &gl_max);
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL] = gl_max;
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TRACE("Max hull samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL]);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &gl_max);
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN] = min(gl_max, WINED3D_MAX_CBS);
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TRACE("Max domain uniform blocks: %u (%d).\n",
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gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN], gl_max);
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gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, &gl_max);
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gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN] = gl_max;
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TRACE("Max domain samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN]);
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}
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if ((!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] || gl_info->supported[ARB_GEOMETRY_SHADER4])
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&& gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
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{
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@ -3831,6 +3853,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
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{ARB_VERTEX_TYPE_2_10_10_10_REV, MAKEDWORD_VERSION(3, 3)},
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{ARB_GPU_SHADER5, MAKEDWORD_VERSION(4, 0)},
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{ARB_TESSELLATION_SHADER, MAKEDWORD_VERSION(4, 0)},
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{ARB_TEXTURE_CUBE_MAP_ARRAY, MAKEDWORD_VERSION(4, 0)},
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{ARB_TEXTURE_GATHER, MAKEDWORD_VERSION(4, 0)},
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{ARB_TRANSFORM_FEEDBACK2, MAKEDWORD_VERSION(4, 0)},
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@ -9917,6 +9917,7 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
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&& gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE]
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&& gl_info->supported[ARB_SHADER_IMAGE_SIZE]
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&& gl_info->supported[ARB_SHADING_LANGUAGE_PACKING]
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&& gl_info->supported[ARB_TESSELLATION_SHADER]
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&& gl_info->supported[ARB_TEXTURE_GATHER]
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&& gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
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shader_model = 5;
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@ -94,6 +94,7 @@ enum wined3d_gl_extension
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ARB_SHADOW,
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ARB_STENCIL_TEXTURING,
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ARB_SYNC,
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ARB_TESSELLATION_SHADER,
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ARB_TEXTURE_BORDER_CLAMP,
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ARB_TEXTURE_BUFFER_OBJECT,
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ARB_TEXTURE_BUFFER_RANGE,
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