Module: wine
Branch: master
Commit: e205973915eb10cf4c92c8f42496fe459893cb46
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e205973915eb10cf4c92c8f42…
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Thu Aug 13 10:03:06 2009 +0200
wined3d: Remove the redundant vs_nv_version and ps_nv_version fields from struct wined3d_gl_info.
---
dlls/wined3d/directx.c | 30 +++---------------------------
dlls/wined3d/glsl_shader.c | 10 ++++++----
dlls/wined3d/wined3d_gl.h | 27 ---------------------------
3 files changed, 9 insertions(+), 58 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 045a893..131f5e1 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -379,7 +379,7 @@ static void select_shader_mode(const struct wined3d_gl_info *gl_info,
/* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
* wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
* shaders only on this card. */
- if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
+ if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
*vs_selected = SHADER_ARB;
else
*vs_selected = SHADER_GLSL;
@@ -1191,7 +1191,6 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
gl_info->ps_arb_max_instructions = 0;
gl_info->vs_arb_max_temps = 0;
gl_info->vs_arb_max_instructions = 0;
- gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
gl_info->vs_glsl_constantsF = 0;
gl_info->ps_glsl_constantsF = 0;
gl_info->vs_arb_constantsF = 0;
@@ -1469,30 +1468,6 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
gl_info->max_glsl_varyings = gl_max;
TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
}
- if (gl_info->supported[NV_VERTEX_PROGRAM3])
- {
- gl_info->vs_nv_version = VS_VERSION_30;
- }
- else if (gl_info->supported[NV_VERTEX_PROGRAM2])
- {
- gl_info->vs_nv_version = VS_VERSION_20;
- }
- else if (gl_info->supported[NV_VERTEX_PROGRAM1_1])
- {
- gl_info->vs_nv_version = VS_VERSION_11;
- }
- else if (gl_info->supported[NV_VERTEX_PROGRAM])
- {
- gl_info->vs_nv_version = VS_VERSION_10;
- }
- if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
- {
- gl_info->ps_nv_version = PS_VERSION_30;
- }
- else if (gl_info->supported[NV_FRAGMENT_PROGRAM])
- {
- gl_info->ps_nv_version = PS_VERSION_20;
- }
if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
{
glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
@@ -1601,7 +1576,8 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
/* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
* shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
*/
- if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
+ if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
+ {
/* Geforce 200 - highend */
if (strstr(gl_renderer, "GTX 280")
|| strstr(gl_renderer, "GTX 285")
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index d0c8713..0531596 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4577,14 +4577,15 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
{
/* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
- * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
- * vs_nv_version which is based on NV_vertex_program.
+ * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
+ * on the version of NV_vertex_program.
* For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
* using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
* supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
* of native instructions, so use that here. For more info see the pixel shader versioning code below.
*/
- if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
+ if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
+ || gl_info->ps_arb_max_instructions <= 512)
pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
else
pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
@@ -4602,7 +4603,8 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
* of instructions is 512 or less we have to do with ps2.0 hardware.
* NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
*/
- if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
+ if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
+ || (gl_info->ps_arb_max_instructions <= 512))
pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
else
pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
index b58e1dd..8ff55b0 100644
--- a/dlls/wined3d/wined3d_gl.h
+++ b/dlls/wined3d/wined3d_gl.h
@@ -3394,29 +3394,6 @@ typedef enum _GL_Cards {
#define WINE_DEFAULT_VIDMEM 64*1024*1024
-typedef enum _GL_VSVersion {
- VS_VERSION_NOT_SUPPORTED = 0x0,
- VS_VERSION_10 = 0x10,
- VS_VERSION_11 = 0x11,
- VS_VERSION_20 = 0x20,
- VS_VERSION_30 = 0x30,
- /*Force 32-bits*/
- VS_VERSION_FORCE_DWORD = 0x7FFFFFFF
-} GL_VSVersion;
-
-typedef enum _GL_PSVersion {
- PS_VERSION_NOT_SUPPORTED = 0x0,
- PS_VERSION_10 = 0x10,
- PS_VERSION_11 = 0x11,
- PS_VERSION_12 = 0x12,
- PS_VERSION_13 = 0x13,
- PS_VERSION_14 = 0x14,
- PS_VERSION_20 = 0x20,
- PS_VERSION_30 = 0x30,
- /*Force 32-bits*/
- PS_VERSION_FORCE_DWORD = 0x7FFFFFFF
-} GL_PSVersion;
-
#define MAKEDWORD_VERSION(maj, min) ((maj & 0x0000FFFF) << 16) | (min & 0x0000FFFF)
/* OpenGL Supported Extensions (ARB and EXT) */
@@ -4004,10 +3981,6 @@ struct wined3d_gl_info
unsigned int vs_glsl_constantsF;
unsigned int ps_glsl_constantsF;
- GL_PSVersion ps_nv_version;
-
- GL_VSVersion vs_nv_version;
-
DWORD reserved_glsl_constants;
DWORD quirks;
Module: wine
Branch: master
Commit: 42c2d06bc06fe4d256c49420e63e46aa81db26d6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=42c2d06bc06fe4d256c49420e…
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Thu Aug 13 10:03:04 2009 +0200
wined3d: Don't make wgl calls from under the GL lock.
---
dlls/wined3d/directx.c | 3 ++-
1 files changed, 2 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 5cd017e..c158f39 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1545,6 +1545,8 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
}
checkGLcall("extension detection");
+ LEAVE_GL();
+
/* In some cases the number of texture stages can be larger than the number
* of samplers. The GF4 for example can use only 2 samplers (no fragment
* shaders), but 8 texture stages (register combiners). */
@@ -2052,7 +2054,6 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
}
}
}
- LEAVE_GL();
fixup_extensions(gl_info, gl_renderer);
add_gl_compat_wrappers(gl_info);