wined3d: Get rid of the select_shader_mode() call in wined3d_get_device_caps().
The shader backend already returns the correct caps.
This commit is contained in:
parent
ec1511ea0c
commit
75a38fa2fa
|
@ -4528,8 +4528,6 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
|
|||
{
|
||||
const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
|
||||
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
|
||||
int vs_selected_mode;
|
||||
int ps_selected_mode;
|
||||
struct shader_caps shader_caps;
|
||||
struct fragment_caps fragment_caps;
|
||||
DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
|
||||
|
@ -4540,12 +4538,6 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
|
|||
if (adapter_idx >= wined3d->adapter_count)
|
||||
return WINED3DERR_INVALIDCALL;
|
||||
|
||||
select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
|
||||
|
||||
/* ------------------------------------------------
|
||||
The following fields apply to both d3d8 and d3d9
|
||||
------------------------------------------------ */
|
||||
/* Not quite true, but use h/w supported by opengl I suppose */
|
||||
caps->DeviceType = (device_type == WINED3D_DEVICE_TYPE_HAL) ? WINED3D_DEVICE_TYPE_HAL : WINED3D_DEVICE_TYPE_REF;
|
||||
caps->AdapterOrdinal = adapter_idx;
|
||||
|
||||
|
@ -4929,30 +4921,11 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
|
|||
/* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
|
||||
caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
|
||||
|
||||
/* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
|
||||
* Ignore shader model capabilities if disabled in config
|
||||
*/
|
||||
if (vs_selected_mode == SHADER_NONE)
|
||||
{
|
||||
TRACE("Vertex shader disabled in config, reporting version 0.0.\n");
|
||||
caps->VertexShaderVersion = 0;
|
||||
caps->MaxVertexShaderConst = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
caps->VertexShaderVersion = shader_caps.vs_version;
|
||||
caps->MaxVertexShaderConst = shader_caps.vs_uniform_count;
|
||||
}
|
||||
caps->VertexShaderVersion = shader_caps.vs_version;
|
||||
caps->MaxVertexShaderConst = shader_caps.vs_uniform_count;
|
||||
|
||||
if (ps_selected_mode == SHADER_NONE)
|
||||
{
|
||||
TRACE("Pixel shader disabled in config, reporting version 0.0.\n");
|
||||
caps->PixelShaderVersion = 0;
|
||||
caps->PixelShader1xMaxValue = 0.0f;
|
||||
} else {
|
||||
caps->PixelShaderVersion = shader_caps.ps_version;
|
||||
caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value;
|
||||
}
|
||||
caps->PixelShaderVersion = shader_caps.ps_version;
|
||||
caps->PixelShader1xMaxValue = shader_caps.ps_1x_max_value;
|
||||
|
||||
caps->TextureOpCaps = fragment_caps.TextureOpCaps;
|
||||
caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
|
||||
|
|
Loading…
Reference in New Issue