[PATCH 4/5] wined3d: Add ARB_sample_shading extension.
Józef Kucia
jkucia at codeweavers.com
Tue May 15 03:51:47 CDT 2018
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/wined3d/directx.c | 4 ++++
dlls/wined3d/glsl_shader.c | 2 ++
dlls/wined3d/wined3d_gl.h | 1 +
3 files changed, 7 insertions(+)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 74d4d19d3795..e125c5ff6ef4 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -155,6 +155,7 @@ static const struct wined3d_extension_map gl_extension_map[] =
{"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
{"GL_ARB_point_sprite", ARB_POINT_SPRITE },
{"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
+ {"GL_ARB_sample_shading", ARB_SAMPLE_SHADING },
{"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS },
{"GL_ARB_seamless_cube_map", ARB_SEAMLESS_CUBE_MAP },
{"GL_ARB_shader_atomic_counters", ARB_SHADER_ATOMIC_COUNTERS },
@@ -2813,6 +2814,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
USE_GL_FUNC(glPointParameterfvARB)
/* GL_ARB_provoking_vertex */
USE_GL_FUNC(glProvokingVertex)
+ /* GL_ARB_sample_shading */
+ USE_GL_FUNC(glMinSampleShadingARB)
/* GL_ARB_sampler_objects */
USE_GL_FUNC(glGenSamplers)
USE_GL_FUNC(glDeleteSamplers)
@@ -3898,6 +3901,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
{ARB_DRAW_INDIRECT, MAKEDWORD_VERSION(4, 0)},
{ARB_GPU_SHADER5, MAKEDWORD_VERSION(4, 0)},
+ {ARB_SAMPLE_SHADING, MAKEDWORD_VERSION(4, 0)},
{ARB_TESSELLATION_SHADER, MAKEDWORD_VERSION(4, 0)},
{ARB_TEXTURE_CUBE_MAP_ARRAY, MAKEDWORD_VERSION(4, 0)},
{ARB_TEXTURE_GATHER, MAKEDWORD_VERSION(4, 0)},
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 40d19d028ffe..2a57acd2ef62 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -7629,6 +7629,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
shader_addline(buffer, "#extension GL_ARB_fragment_coord_conventions : enable\n");
if (gl_info->supported[ARB_FRAGMENT_LAYER_VIEWPORT])
shader_addline(buffer, "#extension GL_ARB_fragment_layer_viewport : enable\n");
+ if (gl_info->supported[ARB_SAMPLE_SHADING])
+ shader_addline(buffer, "#extension GL_ARB_sample_shading : enable\n");
if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
/* The spec says that it doesn't have to be explicitly enabled, but the
diff --git a/dlls/wined3d/wined3d_gl.h b/dlls/wined3d/wined3d_gl.h
index db1929dbcbce..3140526ca11a 100644
--- a/dlls/wined3d/wined3d_gl.h
+++ b/dlls/wined3d/wined3d_gl.h
@@ -88,6 +88,7 @@ enum wined3d_gl_extension
ARB_POINT_PARAMETERS,
ARB_POINT_SPRITE,
ARB_PROVOKING_VERTEX,
+ ARB_SAMPLE_SHADING,
ARB_SAMPLER_OBJECTS,
ARB_SEAMLESS_CUBE_MAP,
ARB_SHADER_ATOMIC_COUNTERS,
--
2.16.1
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