wined3d: Trace the GLSL version string.
At some point we'll use the GLSL version to check if certain features are available. For now just print the version.
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@ -72,6 +72,7 @@ static const struct {
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{"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
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{"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
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{"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
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{"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
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{"GL_ARB_sync", ARB_SYNC, 0 },
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{"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
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{"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
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@ -2007,6 +2008,11 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_driver_info *driver_info, str
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gl_info->limits.glsl_varyings = gl_max;
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TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
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}
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if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
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{
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const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
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TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
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}
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if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
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{
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glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
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@ -1752,6 +1752,7 @@ typedef enum wined3d_gl_extension
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ARB_PROVOKING_VERTEX,
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ARB_SHADER_OBJECTS,
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ARB_SHADER_TEXTURE_LOD,
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ARB_SHADING_LANGUAGE_100,
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ARB_SYNC,
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ARB_TEXTURE_BORDER_CLAMP,
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ARB_TEXTURE_COMPRESSION,
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