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