wined3d: Shader declaration cap fixes.
This commit is contained in:
parent
cba3b122ed
commit
eba1f90ef6
|
@ -2031,7 +2031,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
|
||||||
WINED3DVTXPCAPS_VERTEXFOG |
|
WINED3DVTXPCAPS_VERTEXFOG |
|
||||||
WINED3DVTXPCAPS_TEXGEN;
|
WINED3DVTXPCAPS_TEXGEN;
|
||||||
/* FIXME: Add
|
/* FIXME: Add
|
||||||
D3DVTXPCAPS_TWEENING */
|
D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
|
||||||
|
|
||||||
*pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
|
*pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
|
||||||
*pCaps->MaxVertexIndex = 0xFFFFF;
|
*pCaps->MaxVertexIndex = 0xFFFFF;
|
||||||
|
@ -2095,12 +2095,27 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
|
||||||
GLint max_buffers = 1;
|
GLint max_buffers = 1;
|
||||||
FIXME("Caps support for directx9 is nonexistent at the moment!\n");
|
FIXME("Caps support for directx9 is nonexistent at the moment!\n");
|
||||||
*pCaps->DevCaps2 = 0;
|
*pCaps->DevCaps2 = 0;
|
||||||
/* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES */
|
/* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES and VS3.0 needs atleast D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
|
||||||
*pCaps->MaxNpatchTessellationLevel = 0;
|
*pCaps->MaxNpatchTessellationLevel = 0;
|
||||||
*pCaps->MasterAdapterOrdinal = 0;
|
*pCaps->MasterAdapterOrdinal = 0;
|
||||||
*pCaps->AdapterOrdinalInGroup = 0;
|
*pCaps->AdapterOrdinalInGroup = 0;
|
||||||
*pCaps->NumberOfAdaptersInGroup = 1;
|
*pCaps->NumberOfAdaptersInGroup = 1;
|
||||||
|
|
||||||
|
if(*pCaps->VertexShaderVersion >= D3DVS_VERSION(2,0)) {
|
||||||
|
/* OpenGL supports all formats below perhaps not allways without conversion but it supports them.
|
||||||
|
Further GLSL doesn't seem to have an official unsigned type as I'm not sure how we handle it
|
||||||
|
don't advertise iet yet. We might need to add some clamping in the shader engine to support it.
|
||||||
|
TODO: D3DDTCAPS_USHORT2N, D3DDTCAPS_USHORT4N, D3DDTCAPS_UDEC3, D3DDTCAPS_DEC3N */
|
||||||
|
*pCaps->DeclTypes = D3DDTCAPS_UBYTE4 |
|
||||||
|
D3DDTCAPS_UBYTE4N |
|
||||||
|
D3DDTCAPS_SHORT2N |
|
||||||
|
D3DDTCAPS_SHORT4N |
|
||||||
|
D3DDTCAPS_FLOAT16_2 |
|
||||||
|
D3DDTCAPS_FLOAT16_4;
|
||||||
|
|
||||||
|
} else
|
||||||
*pCaps->DeclTypes = 0;
|
*pCaps->DeclTypes = 0;
|
||||||
|
|
||||||
#if 0 /*FIXME: Simultaneous render targets*/
|
#if 0 /*FIXME: Simultaneous render targets*/
|
||||||
GL_MAX_DRAW_BUFFERS_ATI 0x00008824
|
GL_MAX_DRAW_BUFFERS_ATI 0x00008824
|
||||||
if (GL_SUPPORT(GL_MAX_DRAW_BUFFERS_ATI)) {
|
if (GL_SUPPORT(GL_MAX_DRAW_BUFFERS_ATI)) {
|
||||||
|
|
Loading…
Reference in New Issue