wined3d: Return only the shader major version.
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6e6a917617
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7254f5e661
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@ -296,12 +296,14 @@ static HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch(IDirect3D8 *iface, U
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void fixup_caps(WINED3DCAPS *caps)
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{
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/* D3D8 doesn't support SM 2.0 or higher, so clamp to 1.x */
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if (caps->PixelShaderVersion > D3DPS_VERSION(1,4)) {
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if (caps->PixelShaderVersion)
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caps->PixelShaderVersion = D3DPS_VERSION(1,4);
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}
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if (caps->VertexShaderVersion > D3DVS_VERSION(1,1)) {
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else
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caps->PixelShaderVersion = D3DPS_VERSION(0,0);
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if (caps->VertexShaderVersion)
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caps->VertexShaderVersion = D3DVS_VERSION(1,1);
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}
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else
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caps->VertexShaderVersion = D3DVS_VERSION(0,0);
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caps->MaxVertexShaderConst = min(D3D8_MAX_VERTEX_SHADER_CONSTANTF, caps->MaxVertexShaderConst);
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caps->StencilCaps &= ~WINED3DSTENCILCAPS_TWOSIDED;
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@ -325,7 +325,8 @@ static HRESULT WINAPI IDirect3D9Impl_CheckDeviceFormatConversion(IDirect3D9Ex *i
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void filter_caps(D3DCAPS9* pCaps)
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{
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DWORD ps_minor_version[] = {0, 4, 0, 0};
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DWORD vs_minor_version[] = {0, 1, 0, 0};
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DWORD textureFilterCaps =
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D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC |
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D3DPTFILTERCAPS_MINFPYRAMIDALQUAD | D3DPTFILTERCAPS_MINFGAUSSIANQUAD|
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@ -382,10 +383,21 @@ void filter_caps(D3DCAPS9* pCaps)
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pCaps->MaxVertexShaderConst = min(D3D9_MAX_VERTEX_SHADER_CONSTANTF, pCaps->MaxVertexShaderConst);
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pCaps->NumSimultaneousRTs = min(D3D9_MAX_SIMULTANEOUS_RENDERTARGETS, pCaps->NumSimultaneousRTs);
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if (pCaps->PixelShaderVersion > D3DPS_VERSION(3,0))
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if (pCaps->PixelShaderVersion > 3)
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pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
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if (pCaps->VertexShaderVersion > D3DVS_VERSION(3,0))
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else
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{
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DWORD major = pCaps->PixelShaderVersion;
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pCaps->PixelShaderVersion = D3DPS_VERSION(major,ps_minor_version[major]);
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}
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if (pCaps->VertexShaderVersion > 3)
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pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
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else
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{
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DWORD major = pCaps->VertexShaderVersion;
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pCaps->VertexShaderVersion = D3DVS_VERSION(major,vs_minor_version[major]);
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}
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}
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static HRESULT WINAPI IDirect3D9Impl_GetDeviceCaps(IDirect3D9Ex *iface, UINT Adapter,
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@ -4915,18 +4915,18 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh
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if (gl_info->supported[NV_VERTEX_PROGRAM3])
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{
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caps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
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caps->VertexShaderVersion = 3;
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TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
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}
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else if (vs_consts >= 256)
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{
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/* Shader Model 2.0 requires at least 256 vertex shader constants */
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caps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
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caps->VertexShaderVersion = 2;
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TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
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}
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else
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{
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caps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
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caps->VertexShaderVersion = 1;
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TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
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}
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caps->MaxVertexShaderConst = vs_consts;
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@ -4950,18 +4950,18 @@ static void shader_arb_get_caps(const struct wined3d_gl_info *gl_info, struct sh
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if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
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{
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caps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
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caps->PixelShaderVersion = 3;
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TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (NV_FRAGMENT_PROGRAM2)\n");
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}
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else if (ps_consts >= 32)
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{
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/* Shader Model 2.0 requires at least 32 pixel shader constants */
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caps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
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caps->PixelShaderVersion = 2;
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TRACE_(d3d_caps)("Hardware pixel shader version 2.0 enabled (ARB_PROGRAM)\n");
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}
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else
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{
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caps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
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caps->PixelShaderVersion = 1;
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TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
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}
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caps->PixelShader1xMaxValue = 8.0f;
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@ -4723,7 +4723,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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if (vs_selected_mode == SHADER_NONE)
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{
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TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
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caps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
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caps->VertexShaderVersion = 0;
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caps->MaxVertexShaderConst = 0;
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}
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else
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@ -4735,7 +4735,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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if (ps_selected_mode == SHADER_NONE)
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{
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TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
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caps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
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caps->PixelShaderVersion = 0;
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caps->PixelShader1xMaxValue = 0.0f;
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} else {
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caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
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@ -4750,7 +4750,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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* are the same among all shader models. So to avoid code duplication set the shader version
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* specific, but otherwise constant caps here
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*/
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if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
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if (caps->VertexShaderVersion == 3)
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{
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/* Where possible set the caps based on OpenGL extensions and if they
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* aren't set (in case of software rendering) use the VS 3.0 from
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@ -4766,7 +4766,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
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caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
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}
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else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
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else if (caps->VertexShaderVersion == 2)
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{
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caps->VS20Caps.Caps = 0;
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caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
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@ -4787,7 +4787,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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caps->MaxVertexShader30InstructionSlots = 0;
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}
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if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
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if (caps->PixelShaderVersion == 3)
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{
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/* Where possible set the caps based on OpenGL extensions and if they
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* aren't set (in case of software rendering) use the PS 3.0 from
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@ -4814,7 +4814,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
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adapter->gl_info.limits.arb_ps_instructions);
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}
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else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
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else if(caps->PixelShaderVersion == 2)
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{
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/* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
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caps->PS20Caps.Caps = 0;
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@ -4839,7 +4839,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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caps->MaxPixelShader30InstructionSlots = 0;
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}
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if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
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if (caps->VertexShaderVersion >= 2)
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{
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/* OpenGL supports all the formats below, perhaps not always
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* without conversion, but it supports them.
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@ -4917,13 +4917,13 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
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* texldd and texldl instructions. */
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if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
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{
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caps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
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caps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
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caps->VertexShaderVersion = 3;
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caps->PixelShaderVersion = 3;
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}
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else
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{
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caps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
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caps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
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caps->VertexShaderVersion = 2;
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caps->PixelShaderVersion = 2;
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}
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caps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
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@ -4945,10 +4945,10 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
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caps->VSClipping = TRUE;
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TRACE_(d3d_caps)("Hardware vertex shader version %u.%u enabled (GLSL).\n",
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(caps->VertexShaderVersion >> 8) & 0xff, caps->VertexShaderVersion & 0xff);
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TRACE_(d3d_caps)("Hardware pixel shader version %u.%u enabled (GLSL).\n",
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(caps->PixelShaderVersion >> 8) & 0xff, caps->PixelShaderVersion & 0xff);
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TRACE_(d3d_caps)("Hardware vertex shader version %u enabled (GLSL).\n",
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caps->VertexShaderVersion);
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TRACE_(d3d_caps)("Hardware pixel shader version %u enabled (GLSL).\n",
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caps->PixelShaderVersion);
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}
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static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
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