Module: wine
Branch: master
Commit: c51db63ba4eda7e2cb565ebadf5ede8fe6e1a9dd
URL: http://source.winehq.org/git/wine.git/?a=commit;h=c51db63ba4eda7e2cb565ebad…
Author: Henri Verbeet <hverbeet(a)codeweavers.com>
Date: Thu Jun 16 00:40:30 2011 +0200
wined3d: Require ARB_shader_texture_lod for SM3.
---
dlls/wined3d/glsl_shader.c | 22 +++-------------------
1 files changed, 3 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 1cf7f22..b2e6c00 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -4927,25 +4927,9 @@ static BOOL shader_glsl_dirty_const(void)
static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
{
- /* NVIDIA GeForce 6 / 7 or ATI R4xx / R5xx cards with GLSL support
- * support SM3, but older NVIDIA / ATI models with GLSL support only
- * support SM2. In case of NVIDIA we can detect SM3 support based on the
- * version of NV_vertex_program / NV_fragment_program. For other cards we
- * try to detect SM3 based on the maximum number of native fragment
- * program instructions. PS2.0 requires at least 96 instructions, 2.0a/b
- * goes up to 512. Assume that if the number of instructions is 512 or
- * less we have to do with SM2 hardware. NOTE: SM3 requires 512 or more
- * instructions but ATI and NVIDIA offer more than that (1024 vs 4096) on
- * their most basic SM3 hardware.
- *
- * ARB_shader_texture_lod is a requirement for SM3 (texldd). Ideally we'd
- * make this a hard requirement, but the extension is still somewhat new,
- * and relatively few SM3 shaders actually depend on it. For the moment
- * just use it to enable SM3 (20110423). */
- if ((gl_info->supported[NV_VERTEX_PROGRAM3] && gl_info->supported[NV_FRAGMENT_PROGRAM2])
- || gl_info->limits.arb_ps_instructions > 512
- || gl_info->supported[ARB_SHADER_TEXTURE_LOD]
- || gl_info->supported[EXT_GPU_SHADER4])
+ /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
+ * texldd and texldl instructions. */
+ if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
{
caps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
caps->PixelShaderVersion = WINED3DPS_VERSION(3,0);