wined3d: Get rid of wined3d_max_compat_varyings().
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
4774db8880
commit
fdf37d3e51
|
@ -3770,7 +3770,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
|
|||
d3d_info->limits.vs_uniform_count = shader_caps.vs_uniform_count;
|
||||
d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count;
|
||||
d3d_info->limits.varying_count = shader_caps.varying_count;
|
||||
d3d_info->limits.max_compat_varying_count = shader_caps.max_compat_varying_count;
|
||||
d3d_info->full_ffp_varyings = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_FULL_FFP_VARYINGS);
|
||||
d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION);
|
||||
d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION);
|
||||
|
||||
|
|
|
@ -4958,7 +4958,6 @@ static void shader_arb_get_caps(const struct wined3d_adapter *adapter, struct sh
|
|||
}
|
||||
|
||||
caps->varying_count = 0;
|
||||
caps->max_compat_varying_count = 0;
|
||||
caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE;
|
||||
if (use_nv_clip(gl_info))
|
||||
caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING;
|
||||
|
|
|
@ -420,13 +420,12 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu
|
|||
shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
|
||||
}
|
||||
|
||||
unsigned int shader_glsl_max_compat_varyings(const struct wined3d_gl_info *gl_info)
|
||||
unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info *gl_info)
|
||||
{
|
||||
/* On core profile we have to also count diffuse and specular colours and
|
||||
* the fog coordinate. */
|
||||
if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
|
||||
return WINED3D_MAX_TEXTURES * 4;
|
||||
return (WINED3D_MAX_TEXTURES + 2) * 4 + 1;
|
||||
return gl_info->limits.glsl_varyings >= (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
|
||||
? WINED3D_MAX_TEXTURES * 4 : (WINED3D_MAX_TEXTURES + 2) * 4 + 1);
|
||||
}
|
||||
|
||||
static void shader_glsl_append_imm_vec(struct wined3d_string_buffer *buffer,
|
||||
|
@ -7155,8 +7154,7 @@ static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl
|
|||
|
||||
if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
|
||||
{
|
||||
if (gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(gl_info)
|
||||
&& !texcoords_written_mask[i])
|
||||
if (!shader_glsl_full_ffp_varyings(gl_info) && !texcoords_written_mask[i])
|
||||
continue;
|
||||
|
||||
shader_glsl_write_mask_to_str(~texcoords_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
|
||||
|
@ -9066,7 +9064,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
|
|||
if (settings->texcoords & (1u << i))
|
||||
shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
|
||||
i, i, i);
|
||||
else if (gl_info->limits.glsl_varyings >= shader_glsl_max_compat_varyings(gl_info))
|
||||
else if (shader_glsl_full_ffp_varyings(gl_info))
|
||||
shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i);
|
||||
else
|
||||
output_legacy_texcoord = FALSE;
|
||||
|
@ -11104,7 +11102,6 @@ static void shader_glsl_get_caps(const struct wined3d_adapter *adapter, struct s
|
|||
caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
|
||||
caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants);
|
||||
caps->varying_count = gl_info->limits.glsl_varyings;
|
||||
caps->max_compat_varying_count = shader_glsl_max_compat_varyings(gl_info);
|
||||
|
||||
/* FIXME: The following line is card dependent. -8.0 to 8.0 is the
|
||||
* Direct3D minimum requirement.
|
||||
|
@ -11130,6 +11127,8 @@ static void shader_glsl_get_caps(const struct wined3d_adapter *adapter, struct s
|
|||
| WINED3D_SHADER_CAP_SRGB_WRITE;
|
||||
if (needs_interpolation_qualifiers_for_shader_outputs(gl_info))
|
||||
caps->wined3d_caps |= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION;
|
||||
if (shader_glsl_full_ffp_varyings(gl_info))
|
||||
caps->wined3d_caps |= WINED3D_SHADER_CAP_FULL_FFP_VARYINGS;
|
||||
}
|
||||
|
||||
static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
|
||||
|
@ -11555,8 +11554,7 @@ static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
|
|||
* Likewise, we have to invalidate the shader when using per-vertex
|
||||
* colours and diffuse/specular attribute presence changes, or when
|
||||
* normal presence changes. */
|
||||
if (gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(gl_info)
|
||||
|| (state->render_states[WINED3D_RS_COLORVERTEX]
|
||||
if (!shader_glsl_full_ffp_varyings(gl_info) || (state->render_states[WINED3D_RS_COLORVERTEX]
|
||||
&& (diffuse != context->last_was_diffuse || specular != context->last_was_specular))
|
||||
|| normal != context->last_was_normal)
|
||||
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
|
||||
|
@ -12071,7 +12069,7 @@ static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
|
|||
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
|
||||
|
||||
/* Because of settings->texcoords_initialized and args->texcoords_initialized. */
|
||||
if (gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(gl_info))
|
||||
if (!shader_glsl_full_ffp_varyings(gl_info))
|
||||
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
||||
|
||||
if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
|
||||
|
@ -12084,7 +12082,7 @@ static void glsl_fragment_pipe_vs(struct wined3d_context *context,
|
|||
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
|
||||
|
||||
/* Because of settings->texcoords_initialized and args->texcoords_initialized. */
|
||||
if (gl_info->limits.glsl_varyings < shader_glsl_max_compat_varyings(gl_info))
|
||||
if (!shader_glsl_full_ffp_varyings(gl_info))
|
||||
context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
|
||||
}
|
||||
|
||||
|
|
|
@ -4114,7 +4114,7 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
|
|||
}
|
||||
}
|
||||
|
||||
if (d3d_info->limits.varying_count < d3d_info->limits.max_compat_varying_count)
|
||||
if (!d3d_info->full_ffp_varyings)
|
||||
{
|
||||
const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
|
||||
|
||||
|
|
|
@ -6188,7 +6188,7 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
|
|||
* Reading uninitialized varyings on core profile contexts results in an
|
||||
* error while with builtin varyings on legacy contexts you get undefined
|
||||
* behavior. */
|
||||
if (d3d_info->limits.varying_count && d3d_info->limits.varying_count < d3d_info->limits.max_compat_varying_count)
|
||||
if (d3d_info->limits.varying_count && !d3d_info->full_ffp_varyings)
|
||||
{
|
||||
settings->texcoords_initialized = 0;
|
||||
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
|
||||
|
@ -6395,7 +6395,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
|
|||
settings->texcoords |= 1u << i;
|
||||
settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
|
||||
}
|
||||
if (d3d_info->limits.varying_count >= d3d_info->limits.max_compat_varying_count)
|
||||
if (d3d_info->full_ffp_varyings)
|
||||
settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
|
||||
|
||||
if (d3d_info->emulated_flatshading)
|
||||
|
@ -6444,7 +6444,7 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
|
|||
settings->texcoords |= 1u << i;
|
||||
settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
|
||||
}
|
||||
if (d3d_info->limits.varying_count >= d3d_info->limits.max_compat_varying_count)
|
||||
if (d3d_info->full_ffp_varyings)
|
||||
settings->texcoords = (1u << WINED3D_MAX_TEXTURES) - 1;
|
||||
|
||||
for (i = 0; i < WINED3D_MAX_ACTIVE_LIGHTS; ++i)
|
||||
|
|
|
@ -176,7 +176,6 @@ struct wined3d_d3d_limits
|
|||
|
||||
unsigned int max_rt_count;
|
||||
unsigned int max_clip_distances;
|
||||
unsigned int max_compat_varying_count;
|
||||
unsigned int texture_size;
|
||||
float pointsize_max;
|
||||
};
|
||||
|
@ -218,6 +217,7 @@ struct wined3d_d3d_info
|
|||
uint32_t srgb_read_control : 1;
|
||||
uint32_t srgb_write_control : 1;
|
||||
uint32_t clip_control : 1;
|
||||
uint32_t full_ffp_varyings : 1;
|
||||
enum wined3d_feature_level feature_level;
|
||||
|
||||
DWORD multisample_draw_location;
|
||||
|
@ -1309,6 +1309,7 @@ typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
|
|||
#define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002u
|
||||
#define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004u
|
||||
#define WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION 0x00000008u
|
||||
#define WINED3D_SHADER_CAP_FULL_FFP_VARYINGS 0x00000010u
|
||||
|
||||
struct shader_caps
|
||||
{
|
||||
|
@ -1323,7 +1324,6 @@ struct shader_caps
|
|||
unsigned int ps_uniform_count;
|
||||
float ps_1x_max_value;
|
||||
unsigned int varying_count;
|
||||
unsigned int max_compat_varying_count;
|
||||
|
||||
DWORD wined3d_caps;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue