wined3d: Default to GLSL. This is safe because we now have proper ps2.0/vs2.0 detection.
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@ -335,7 +335,13 @@ static void select_shader_mode(
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if (wined3d_settings.vs_mode == VS_NONE) {
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*vs_selected = SHADER_NONE;
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} else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
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*vs_selected = SHADER_GLSL;
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/* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
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* wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
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* shaders only on this card. */
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if(gl_info->vs_nv_version < VS_VERSION_20)
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*vs_selected = SHADER_ARB;
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else
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*vs_selected = SHADER_GLSL;
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} else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
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*vs_selected = SHADER_ARB;
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} else {
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@ -39,7 +39,7 @@ wined3d_settings_t wined3d_settings =
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VS_HW, /* Hardware by default */
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PS_HW, /* Hardware by default */
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VBO_HW, /* Hardware by default */
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FALSE, /* Use of GLSL disabled by default */
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TRUE, /* Use of GLSL enabled by default */
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ORM_BACKBUFFER, /* Use the backbuffer to do offscreen rendering */
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RTL_AUTO, /* Automatically determine best locking method */
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0, /* The default of memory is set in FillGLCaps */
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@ -184,14 +184,10 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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}
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if ( !get_config_key( hkey, appkey, "UseGLSL", buffer, size) )
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{
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if (!strcmp(buffer,"enabled"))
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{
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TRACE("Use of GL Shading Language enabled for systems that support it\n");
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wined3d_settings.glslRequested = TRUE;
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}
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else
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if (!strcmp(buffer,"disabled"))
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{
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TRACE("Use of GL Shading Language disabled\n");
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wined3d_settings.glslRequested = FALSE;
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}
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}
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if ( !get_config_key( hkey, appkey, "OffscreenRenderingMode", buffer, size) )
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