wined3d: Either set SM3 for both vertex and fragment shaders or for neither.

This commit is contained in:
Henri Verbeet 2011-04-25 22:54:14 +02:00 committed by Alexandre Julliard
parent f63a84be61
commit 9d0e17e9ea
1 changed files with 25 additions and 31 deletions

View File

@ -4924,39 +4924,29 @@ static BOOL shader_glsl_dirty_const(void)
static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
{
/* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
* models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
* on the version of NV_vertex_program.
* For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
* using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
* supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
* of native instructions, so use that here. For more info see the pixel shader versioning code below.
*/
if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
|| gl_info->limits.arb_ps_instructions <= 512)
pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
else
/* NVIDIA GeForce 6 / 7 or ATI R4xx / R5xx cards with GLSL support
* support SM3, but older NVIDIA / ATI models with GLSL support only
* support SM2. In case of NVIDIA we can detect SM3 support based on the
* version of NV_vertex_program / NV_fragment_program. For other cards we
* try to detect SM3 based on the maximum number of native fragment
* program instructions. PS2.0 requires at least 96 instructions, 2.0a/b
* goes up to 512. Assume that if the number of instructions is 512 or
* less we have to do with SM2 hardware. NOTE: SM3 requires 512 or more
* instructions but ATI and NVIDIA offer more than that (1024 vs 4096) on
* their most basic SM3 hardware. */
if ((gl_info->supported[NV_VERTEX_PROGRAM3] && gl_info->supported[NV_FRAGMENT_PROGRAM2])
|| gl_info->limits.arb_ps_instructions > 512)
{
pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
/* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
* In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
* to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
* program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
* in max native instructions. Intel and others also offer the info in this extension but they
* don't support GLSL (at least on Windows).
*
* PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
* of instructions is 512 or less we have to do with ps2.0 hardware.
* NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
*/
if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
|| gl_info->limits.arb_ps_instructions <= 512)
pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
else
pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
}
else
{
pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
}
pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
/* FIXME: The following line is card dependent. -8.0 to 8.0 is the
@ -4972,9 +4962,13 @@ static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct s
* offer a way to query this.
*/
pCaps->PixelShader1xMaxValue = 8.0;
TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
pCaps->VSClipping = TRUE;
TRACE_(d3d_caps)("Hardware vertex shader version %u.%u enabled (GLSL).\n",
(pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
TRACE_(d3d_caps)("Hardware pixel shader version %u.%u enabled (GLSL).\n",
(pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
}
static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)