wined3d: Remove fglrx GLSL constant quirks.
Fglrx does not support r500 and earlier GPUs any longer, making those quirks obsolete and a problem for r300g.
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@ -807,8 +807,6 @@ static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
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static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
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{
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quirk_arb_constants(gl_info);
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/* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
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* these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
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* If real NP2 textures are used, the driver falls back to software. We could just remove the
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@ -826,11 +824,6 @@ static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
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gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
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gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
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}
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/* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
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* it is generally more efficient. Reserve just 8 constants. */
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TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
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gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
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}
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static void quirk_no_np2(struct wined3d_gl_info *gl_info)
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@ -932,7 +925,7 @@ static const struct driver_quirk quirk_table[] =
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{
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match_amd_r300_to_500,
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quirk_amd_dx9,
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"AMD GLSL constant and normalized texrect quirk"
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"AMD normalized texrect quirk"
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},
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/* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
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* used it falls back to software. While the compiler can detect if the shader uses all declared
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