wined3d: Fix querying texture-related limits on core profile.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2017-02-24 19:37:25 +01:00 committed by Alexandre Julliard
parent ce77ef4ea0
commit 4f8c502ea7
1 changed files with 29 additions and 13 deletions

View File

@ -3346,8 +3346,8 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
gl_info->limits.blends = 1;
gl_info->limits.buffers = 1;
gl_info->limits.textures = 1;
gl_info->limits.texture_coords = 1;
gl_info->limits.textures = 0;
gl_info->limits.texture_coords = 0;
for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
gl_info->limits.uniform_blocks[i] = 0;
gl_info->limits.fragment_samplers = 1;
@ -3412,23 +3412,33 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
}
if (gl_info->supported[ARB_MULTITEXTURE])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
TRACE("Max textures: %d.\n", gl_info->limits.textures);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
TRACE("Max textures: %d.\n", gl_info->limits.textures);
if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
}
else
{
gl_info->limits.texture_coords = gl_info->limits.textures;
}
TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
}
if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max);
gl_info->limits.fragment_samplers = gl_max;
}
else
{
gl_info->limits.texture_coords = max(gl_info->limits.texture_coords, gl_max);
gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
gl_info->limits.fragment_samplers = gl_info->limits.textures;
}
TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
TRACE("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
if (gl_info->supported[ARB_VERTEX_SHADER])
@ -3475,6 +3485,12 @@ static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs);
gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
}
else
{
gl_info->limits.textures = 1;
gl_info->limits.texture_coords = 1;
}
if (gl_info->supported[ARB_VERTEX_BLEND])
{
gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);