[PATCH] Add proper PS2.0 detection for older cards with GLSL support.
Roderick Colenbrander
thunderbird2k at gmx.net
Sat Oct 27 15:59:47 CDT 2007
---
dlls/wined3d/directx.c | 15 ++++++++++++---
1 files changed, 12 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index f597af9..df12b7e 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2386,9 +2386,18 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
if (ps_selected_mode == SHADER_GLSL) {
- /* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
- in case of GeforceFX cards. */
- if(GLINFO_LOCATION.ps_nv_version == PS_VERSION_20)
+ /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
+ * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
+ * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
+ * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
+ * in max native instructions. Intel and others also offer the info in this extension but they
+ * don't support GLSL (at least on Windows).
+ *
+ * PS2.0 requires at least 96 instructions, 2.0a/2.0b go upto 512. Assume that if the number
+ * 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))
*pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
else
*pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
--
1.5.1.3
--========GMX103261193520868909290--
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