wined3d: Pass the capabilities directly to d3d_level_from_gl_info and rename it to d3d_level_from_caps.

This commit is contained in:
Andrei Slăvoiu 2014-09-21 22:58:17 +03:00 committed by Alexandre Julliard
parent 24f661674f
commit 9d0f924d1b
1 changed files with 14 additions and 28 deletions

View File

@ -1679,47 +1679,33 @@ static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_s
return HW_VENDOR_NVIDIA;
}
static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info);
static const struct fragment_pipeline *select_fragment_implementation(const struct wined3d_gl_info *gl_info, const struct wined3d_shader_backend_ops *shader_backend_ops);
static enum wined3d_d3d_level d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
static enum wined3d_d3d_level d3d_level_from_caps(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps, DWORD glsl_version)
{
struct shader_caps shader_caps;
struct fragment_caps fragment_caps;
const struct wined3d_shader_backend_ops *shader_backend;
const struct fragment_pipeline *fragment_pipeline;
shader_backend = select_shader_backend(gl_info);
shader_backend->shader_get_caps(gl_info, &shader_caps);
if (shader_caps.vs_version >= 5)
if (shader_caps->vs_version >= 5)
return WINED3D_D3D_LEVEL_11;
if (shader_caps.vs_version == 4)
if (shader_caps->vs_version == 4)
{
/* No backed supports SM 5 at the moment */
if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 00))
if (glsl_version >= MAKEDWORD_VERSION(4, 00))
return WINED3D_D3D_LEVEL_11;
return WINED3D_D3D_LEVEL_10;
}
if (shader_caps.vs_version == 3)
if (shader_caps->vs_version == 3)
{
/* Wine can not use SM 4 on mesa drivers as the necessary functionality is not exposed
* on compatibility contexts */
if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
if (glsl_version >= MAKEDWORD_VERSION(1, 30))
return WINED3D_D3D_LEVEL_10;
return WINED3D_D3D_LEVEL_9_SM3;
}
if (shader_caps.vs_version == 2)
if (shader_caps->vs_version == 2)
return WINED3D_D3D_LEVEL_9_SM2;
if (shader_caps.vs_version == 1)
if (shader_caps->vs_version == 1)
return WINED3D_D3D_LEVEL_8;
fragment_pipeline = select_fragment_implementation(gl_info, shader_backend);
fragment_pipeline->get_caps(gl_info, &fragment_caps);
if (fragment_caps.TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
return WINED3D_D3D_LEVEL_7;
if (fragment_caps.MaxSimultaneousTextures > 1)
if (fragment_caps->MaxSimultaneousTextures > 1)
return WINED3D_D3D_LEVEL_6;
return WINED3D_D3D_LEVEL_5;
@ -2280,8 +2266,8 @@ card_vendor_table[] =
};
static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
static enum wined3d_pci_device wined3d_guess_card(const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps,
DWORD glsl_version, const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
{
/* A Direct3D device object contains the PCI id (vendor + device) of the
* videocard which is used for rendering. Various applications use this
@ -2334,7 +2320,7 @@ static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *
* memory can be overruled using a registry setting. */
unsigned int i;
enum wined3d_d3d_level d3d_level = d3d_level_from_gl_info(gl_info);
enum wined3d_d3d_level d3d_level = d3d_level_from_caps(shader_caps, fragment_caps, glsl_version);
enum wined3d_pci_device device;
for (i = 0; i < (sizeof(card_vendor_table) / sizeof(*card_vendor_table)); ++i)
@ -3031,7 +3017,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
TRACE("Found GL_VENDOR (%s)->(0x%04x/0x%04x).\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
device = wined3d_guess_card(&shader_caps, &fragment_caps, gl_info->glsl_version, gl_renderer_str, &gl_vendor, &card_vendor);
TRACE("Found (fake) card: 0x%x (vendor id), 0x%x (device id).\n", card_vendor, device);
gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;