wined3d: Get rid of the unused sampler_stages limit.
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@ -2405,7 +2405,6 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
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gl_info->limits.fragment_samplers = 1;
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gl_info->limits.fragment_samplers = 1;
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gl_info->limits.vertex_samplers = 0;
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gl_info->limits.vertex_samplers = 0;
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gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
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gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
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gl_info->limits.sampler_stages = 1;
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gl_info->limits.vertex_attribs = 16;
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gl_info->limits.vertex_attribs = 16;
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gl_info->limits.glsl_vs_float_constants = 0;
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gl_info->limits.glsl_vs_float_constants = 0;
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gl_info->limits.glsl_ps_float_constants = 0;
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gl_info->limits.glsl_ps_float_constants = 0;
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@ -2761,11 +2760,6 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
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gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
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gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
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TRACE("Max texture stages: %u.\n", gl_info->limits.texture_stages);
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TRACE("Max texture stages: %u.\n", gl_info->limits.texture_stages);
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/* In some cases the number of texture stages can be larger than the number
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* of samplers. The GF4 for example can use only 2 samplers (no fragment
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* shaders), but 8 texture stages (register combiners). */
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gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
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if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
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if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
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{
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{
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gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
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gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
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@ -1479,7 +1479,6 @@ struct wined3d_gl_limits
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UINT vertex_samplers;
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UINT vertex_samplers;
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UINT combined_samplers;
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UINT combined_samplers;
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UINT general_combiners;
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UINT general_combiners;
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UINT sampler_stages;
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UINT clipplanes;
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UINT clipplanes;
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UINT texture_size;
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UINT texture_size;
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UINT texture3d_size;
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UINT texture3d_size;
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