diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index e065296d88d..035844a3c4f 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -189,10 +189,8 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj) "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */ "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */ "Fragment shader was successfully compiled to run on hardware.\n" - "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported", "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */ "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */ - "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */ }; if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return; @@ -1258,9 +1256,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register * if (reg->idx >= GL_LIMITS(buffers)) WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers)); - if (GL_SUPPORT(ARB_DRAW_BUFFERS)) sprintf(register_name, "gl_FragData[%u]", reg->idx); - /* On older cards with GLSL support like the GeforceFX there's only one buffer. */ - else sprintf(register_name, "gl_FragColor"); + sprintf(register_name, "gl_FragData[%u]", reg->idx); break; case WINED3DSPR_RASTOUT: @@ -3647,9 +3643,6 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, shader_addline(buffer, "#version 120\n"); - if (GL_SUPPORT(ARB_DRAW_BUFFERS)) { - shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n"); - } if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) { shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n"); } @@ -3676,17 +3669,10 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, if (reg_maps->shader_version.major < 2) { /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */ - if(GL_SUPPORT(ARB_DRAW_BUFFERS)) - shader_addline(buffer, "gl_FragData[0] = R0;\n"); - else - shader_addline(buffer, "gl_FragColor = R0;\n"); + shader_addline(buffer, "gl_FragData[0] = R0;\n"); } - if(GL_SUPPORT(ARB_DRAW_BUFFERS)) { - fragcolor = "gl_FragData[0]"; - } else { - fragcolor = "gl_FragColor"; - } + fragcolor = "gl_FragData[0]"; if(args->srgb_correction) { shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n", fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,