wined3d: Enable SM5 shaders in the GLSL backend, when possible.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3588,6 +3588,8 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, DWORD
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gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
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if (gl_version >= MAKEDWORD_VERSION(3, 2))
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gl_info->supported[WINED3D_GL_VERSION_3_2] = TRUE;
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if (gl_version >= MAKEDWORD_VERSION(4, 3))
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gl_info->supported[WINED3D_GL_VERSION_4_3] = TRUE;
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if (gl_info->supported[APPLE_FENCE])
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{
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@ -8005,7 +8005,13 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
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{
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UINT shader_model;
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if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2]
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/* FIXME: Check for the specific extensions required for SM5 support
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* (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
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* soon as we introduce them, adjusting the GL / GLSL version checks
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* accordingly. */
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if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 30) && gl_info->supported[WINED3D_GL_VERSION_4_3])
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shader_model = 5;
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else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2]
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&& gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS])
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shader_model = 4;
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/* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
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@ -171,6 +171,7 @@ enum wined3d_gl_extension
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WINED3D_GL_LEGACY_CONTEXT,
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WINED3D_GL_VERSION_2_0,
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WINED3D_GL_VERSION_3_2,
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WINED3D_GL_VERSION_4_3,
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WINED3D_GL_EXT_COUNT,
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};
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