wined3d: Use shader and fragment capabilities to select d3d level
Andrei Slăvoiu
andrei.slavoiu at gmail.com
Wed Jun 25 14:25:29 CDT 2014
În ziua de Mie 25 Iun 2014, la 10:50:49, Henri Verbeet a scris:
> Please avoid C99 features like // comments.
So I suppose C11 features are out of the question? Do you have any suggestion
for an alternative to _Static_assert?
> > + if (gl_info->limits.textures > 1)
> > + return 6;
>
> That's "fragment_caps.MaxSimultaneousTextures".
Right, that makes more sense.
> It probably makes sense to reorganize things a bit. For example, the
> gl_info parameter to the select_card() callbacks in struct
> gl_vendor_selection is really only used by select_card_nvidia_binary()
> and select_card_amd_binary() to call d3d_level_from_gl_info(), but I
> don't think anything of value would be lost if those used a plain
> table like e.g. select_card_amd_mesa(). (At which point you wouldn't
> need a callback there anymore either.) d3d_level_from_gl_info() should
> probably get the shader and fragment caps passed as parameters, and be
> renamed. It probably makes sense to make it return some kind of enum
> instead of a plain number, so you can e.g. distinguish between D3D9
> SM2 and D3D9 SM3. That would also allow the fallback card selection
> code to use plain tables instead of callbacks.
Ok, I think I understand what you mean, I'll give it a try.
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