wined3d: Use local gl_info variable in wined3d_get_device_caps().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2205,9 +2205,9 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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WINED3DPTFILTERCAPS_MAGFLINEAR;
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caps->VertexTextureFilterCaps = 0;
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adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
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adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
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adapter->vertex_pipe->vp_get_caps(&adapter->gl_info, &vertex_caps);
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adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
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adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
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adapter->vertex_pipe->vp_get_caps(gl_info, &vertex_caps);
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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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@ -2243,19 +2243,19 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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caps->VS20Caps.caps = WINED3DVS20CAPS_PREDICATION;
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/* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
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caps->VS20Caps.dynamic_flow_control_depth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
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caps->VS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_vs_temps);
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caps->VS20Caps.temp_count = max(32, gl_info->limits.arb_vs_temps);
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/* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
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caps->VS20Caps.static_flow_control_depth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
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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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caps->MaxVertexShader30InstructionSlots = max(512, gl_info->limits.arb_vs_instructions);
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caps->VertexTextureFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT | WINED3DPTFILTERCAPS_MAGFPOINT;
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}
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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.dynamic_flow_control_depth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
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caps->VS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_vs_temps);
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caps->VS20Caps.temp_count = max(12, gl_info->limits.arb_vs_temps);
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caps->VS20Caps.static_flow_control_depth = 1;
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caps->MaxVShaderInstructionsExecuted = 65535;
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@ -2289,7 +2289,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
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/* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
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caps->PS20Caps.dynamic_flow_control_depth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
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caps->PS20Caps.temp_count = max(32, adapter->gl_info.limits.arb_ps_temps);
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caps->PS20Caps.temp_count = max(32, gl_info->limits.arb_ps_temps);
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/* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
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caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
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/* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
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@ -2297,14 +2297,14 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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caps->MaxPShaderInstructionsExecuted = 65535;
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caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
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adapter->gl_info.limits.arb_ps_instructions);
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gl_info->limits.arb_ps_instructions);
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}
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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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caps->PS20Caps.dynamic_flow_control_depth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
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caps->PS20Caps.temp_count = max(12, adapter->gl_info.limits.arb_ps_temps);
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caps->PS20Caps.temp_count = max(12, gl_info->limits.arb_ps_temps);
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caps->PS20Caps.static_flow_control_depth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
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/* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
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caps->PS20Caps.instruction_slot_count = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
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