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