wined3d: Only create the ARBfp blitter if creating the GLSL blitter failed.
Since the GLSL blitter can do everything the ARBfp one can. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1042,8 +1042,8 @@ static void wined3d_device_create_primary_opengl_context_cs(void *object)
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return;
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}
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wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
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if (!wined3d_glsl_blitter_create(&device->blitter, device))
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wined3d_arbfp_blitter_create(&device->blitter, device);
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wined3d_glsl_blitter_create(&device->blitter, device);
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wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
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wined3d_raw_blitter_create(&device->blitter, &device->adapter->gl_info);
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@ -13157,21 +13157,22 @@ static const struct wined3d_blitter_ops glsl_blitter_ops =
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glsl_blitter_blit,
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};
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void wined3d_glsl_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device)
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struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next,
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const struct wined3d_device *device)
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{
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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struct wined3d_glsl_blitter *blitter;
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if (device->shader_backend != &glsl_shader_backend)
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return;
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return NULL;
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if (!gl_info->supported[ARB_VERTEX_SHADER] || !gl_info->supported[ARB_FRAGMENT_SHADER])
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return;
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return NULL;
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if (!(blitter = heap_alloc(sizeof(*blitter))))
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{
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ERR("Failed to allocate blitter.\n");
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return;
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return NULL;
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}
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TRACE("Created blitter %p.\n", blitter);
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@ -13182,4 +13183,6 @@ void wined3d_glsl_blitter_create(struct wined3d_blitter **next, const struct win
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wine_rb_init(&blitter->programs, glsl_blitter_args_compare);
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blitter->palette_texture = 0;
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*next = &blitter->blitter;
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return *next;
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}
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@ -2143,7 +2143,7 @@ void wined3d_fbo_blitter_create(struct wined3d_blitter **next,
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const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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void wined3d_ffp_blitter_create(struct wined3d_blitter **next,
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const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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void wined3d_glsl_blitter_create(struct wined3d_blitter **next,
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struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next,
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const struct wined3d_device *device) DECLSPEC_HIDDEN;
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void wined3d_raw_blitter_create(struct wined3d_blitter **next,
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const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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