On Thu, 16 May 2019 at 02:10, Matteo Bruni mbruni@codeweavers.com wrote:
@@ -3722,7 +3732,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter, d3d_info->limits.ffp_textures = fragment_caps.MaxSimultaneousTextures; d3d_info->shader_color_key = !!(fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY); d3d_info->wined3d_creation_flags = wined3d_creation_flags;
- d3d_info->feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps);
d3d_info->feature_level = feature_level_from_caps(gl_info, d3d_info, &shader_caps, &fragment_caps);
d3d_info->texture_npot = !!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]; d3d_info->texture_npot_conditional = gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
It seems less than ideal to depend on d3d_info for feature_level_from_caps(), not in the least because it isn't completely initialised yet at this point. To some extent that's already true of gl_info as well, of course.